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Old 02-07-2016, 11:20 PM   #1
Jaware
 
Join Date: Aug 2015
Location: Everywhere and Nowhere
Default Need advice designing a fair ultra tech gun.

Once again I call upon the knowledge of the hive mind for gurps advice. Hahaha.

I am currently trying to design an ultra tech gun for my gurps campaign that my pcs, and maybe an npc or so can use.

For those that would like a little flavorful background, it's a dead space-isk type game with a bit less jump scares and a bit more on the side of horror/impending doom. *insert evil laughter* For those of you who have played the first darksiders it's something akin to the demons gun you get to used. But what I'm wanting is something far less powerful. Or at least makes them pay for that power by bleeding their pocketbooks.

What I have for concept is something like the MLAWS 6 round tube launcher. But it fires "small(ish) harpoon type projectiles" that lodge into targets (assuming enough damage was dealt) then once as many as desired have been fired, they can be detonated with a ready maneuver. Basic stats are what I'm having problems with. I know I want it to be a 6 round tube drum like a revolver, with a Rof of 1, and a recoil of 1.

From my reading of the Ultra Tech book, I think gyrocs would work best as a starting point. I intend it to not function super well in combat, at least not initially since it was designed for use as a mining tool instead of a weapon.

But the basic stats are what I'm having trouble with. For reference most pcs and npcs have dr 30/15 in the form of space suits.

And as I have learned, explosions are extremely scary in gurps. So the explosions being close to the user are going to be an extremely important to watch out for.

But as for stats, I don't really know. I was thinking something like a slower than usual rocket from the gyroc to justify the explosive not detonating upon impact, and a payload of an HE round doing a15mm warhead explosion with fragmentation.

But the fragmentation will pretty much be lost because of the DR of everyone. Off the top of my head I think it's [1d-1]. But I can't think of a way to make that dangerous without making the frag radius much much much bigger.

Well, I appreciate any help or opinions of more experienced GMs and players that can be given, along with constructive criticism. I don't think I forgot anything, but if I did just ask and I'll fill in.

Oh yea, and it's TL11 by the way, with most of the stuff being found on their location being archaic TL 9 and TL 10 stuff since they are on the edge of the known Galaxy on a tiny abandoned outpost.
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