|
|
|
#1 |
|
Join Date: Jun 2020
|
I have a quick question for you guys, I've been working on a few settings with EM guns being a shorter-ranged weapon for spaceships (including a 'Transhuman Space/Traveller' style setting), and there is one problem: EM guns, well, suck for void combat. The general consensus I've seen is basically EM guns aren't good enough, particularly in the range and speed department.
Before I go into an ad-hoc rule to improve EM guns, I first want to clear up any preconceptions: First, how fast are EM guns in general? I've seen some 2km/s velocities here and there, but nothing concrete. Second, I keep hearing that all kinetic weapons have some self-guidance capability in space. Is this true from a game standpoint? Third, other than a void/near-nonexistent atmosphere range modifier of 5, there are no other modifiers for kinetic guns. If I'm missing something, then please correct me. Now for an ad-hoc solution that one of the guys who worked on GURPS Vehicle Builder gave me: So, the basic idea is that instead of electromag being just 4, it's (TL-4), showing improvements to various systems allowing for faster projectiles for the same mass. Am I on the right track, or are there other ways to make kinetics work in space? |
|
|
|
| Tags |
| em guns, gauss weapons, gurps 3e, railgun, space |
| Thread Tools | |
| Display Modes | |
|
|