While dealing with projectile weapons has been on my to do pile... it wasn't something I planed on tackling just yet. But then Refplace had a request for some stats for new Gauss weapons for his GURPS Traveller campaign over on the GURPS forum so I figured what the hey, might as well give it a try.
Now for this, while I could of used Ol' Douglas Cole's ballistic spreadsheet I decided not to. What kind of crunchmeister would I be if I didn't take a crack at seeing if I could reverse engineer how GURPS stats Gauss weapons?! So, are you all excited to have more electromagnetic death dealing fun in your lives? If so click on the link to read on after this jump (I finally figured out how to do this!)!
Now unlike my plasma gun article this is not going to be a full design system write up. I have only so far figured out how to tweak already existing gun stats and have yet to fully crack the formula's used to stat them. And even if I manage to do so... I'm not sure I could release them in good conscience, not at lest without consulting Hans and David first.
So instead I'm just going to give you a list of new ranges of Gauss guns to play with. For most of them I decided that stating them all as being basically flechettes guns link in Ultra-Tech would be kinda boring so I gave most of them aspect ratios closer to modern bullets for better after armor wounding effects though I did include at lest one dart thrower per weapon type for some anti-armor love.
I've also decided to keep the stats inline with the Gauss guns listed in Ultra-Tech, to keep things consistent. That being said I did notice something odd about how the range for Gauss weapons were handled. Since it's been pretty much confirmed that the Gauss rifles listed in the book effectively use APEP rounds I halved the base ranges at first since APEP rounds double a guns range. This led to very odd ranges after running my numbers. However when I left the ranges alone and ran the same numbers, I got results that were really close to the ranges for guns with similar parameters listed in High-Tech. So I don't know if there was mess up with the ranges listed in Ultra-Tech or if David made conscience decision to not increase the listed ranges. In the write ups below I went with the idea that David did it on purpose and do not double the range of Gauss guns firing APEP rounds. If you feel that doesn't sit right then double the ranges of the Gauss weapons listed in Ultra-Tech.
Gauss Weapon Notes
Now before we head onto the stats, here's some extra details on how to modify the Gauss guns I've stated here as well as rules clarifications that have come up in the years since Ultra-Tech first came out.
Determining the effects of lengthening or shorting the barrel of a Gauss weapon is a lot simpler then with a conventional firearm. The guns weight, cost and the bullets damage and range goes linearly with the increase in the Gauss guns barrel length. That is if you swapped out the barrel of your 7.54mm Heavy Gauss Pistol for one 20% longer, it's weight and cost would go up by 20% as will its damage and range. The power used per shot however goes up by the square of the barrel increase, that is a 20% longer barrel would eat 44% more power per shot meaning you would only get off slightly more then half a normal magazines worth of shots before running out of juice or a more powerful power cell is needed.
Gauss weapons are also quieter then normal guns. Look up the weapon class (Pistol, rifle and so on) a given Gauss weapon follows on the Hearing Distance Table listed on pg. 158 of High-Tech and treat them as one step down. Firing in Low-velocity mode (Ultra-Tech pg. 139) should give a further -7 rather then -3.
High-velocity mode (Ultra-Tech pg. 139) increases velocity by roughly a third and should increase felt
recoil. This is best represented by an increase in the weapons ST,
multiply it by 1.2.
Gauss Guns
I'm switching up my format here as an experiment. Normally I either tend to do high detailed write ups of equipment or lists of generic "blank slate" equipment. Now I normally love doing detailed write ups of equipment, it adds flavor and richness to what basically boils down to a line of numbers but they do add greatly to the time it takes to write up a post which means I can only normally stat up a handful. This detail may also clash with your settings assumptions making it less useful. On the other hand generic write ups are much easier and let me do more in the time I have but lack character. So as a compromise I'm going to give a large list of generic Gauss weapons for you to handle as you wish and do a more detailed write up at the end.
I also decided to forgo the normal GURPS standard of doing write ups first and then doing a stat dump at the end and instead adding a given weapons stats and WPS/CPS of its ammo to under its write up. So, let me know how you guys feel about this set up and if you want me to continue it or go back to the standard style.
Hand Guns
GUNS (PISTOL) (DX-4, or most other Guns at -2)
5.5 ×15mmEM Light Gauss Pistol (TL10)
A light weight, easy to fire Gauss pistol. To low powered for professional use, it is still an effect self defense weapon for civilians against lightly armored criminals were its low cost and high capacity makes it an appealing weapon.
Fires a 35 grain bullet with an aspect ratio of 2.8 at a velocity of 1,573ftsec^2 and a muzzle energy of 0.3kJ. Drains 0.5kW per shot. Uses a single
B cell in the magazine.
TL Round WPS CPS
10 5.5 ×15mmEM 0.005 $0.005
TL Weapon Damage Acc Range Wt ROF Shots ST Bulk Rcl Cost LC
10 5.5mm Light Gauss Pistol 2d pi- 2 175/1,470 1.5/0.4 3 72(3) 8 -2 2 $1,100/$21.30 3
7.54×17mmEM Medium Gauss Pistol (TL10)
A medium sized Gauss pistol that give decent stopping power and good magazine capacity. It is common some worlds for home protection and even sees some military use.
Fires a 77 grain bullet with an aspect ratio of 2.2 at a velocity of 2,696ftsec^2 and a muzzle energy of 1.7kJ. Drains 3.4kW per shot. Uses 4 B cells in the magazine.
TL Round WPS CPS
10 7.5 4×17mmEM 0.011 $0.011
TL Weapon Damage Acc Range Wt ROF Shots ST Bulk Rcl Cost LC
10 7.54mm Medium Gauss Pistol 3d+2 pi- 2 320/2,562 3.2/0.7 3 42(3) 9 -2 2 $2,500/$30.81 3
9×18mmEM Heavy Gauss Pistol (TL10)
This heavy, hard hitting Gauss pistol is a preferred military side arm across known space. What it lacks in capacity it more then makes up for in stopping power.
Fires a 119 grain bullet with an aspect ratio of 2 at a velocity of
2,921ftsec^2 and a muzzle energy of 3.1kJ. Drains 6.1kW per shot. Uses 4
B cells in the magazine.
TL Round WPS CPS
10 9×18mmEM 0.017 $0.017
TL Weapon Damage Acc Range Wt ROF Shots ST Bulk Rcl Cost LC
10 9mm Heavy Gauss Pistol 4d+2 pi 2 380/3,192 4/0.6 3 22(3) 10 -2 2 $3,400/$30.37 3
11.3×18mmEM Magnum Gauss Pistol (TL10)
A super high powered Gauss pistol that's popular in invids do to its impressive size and non-professional shooters for its "macho appeal". It's high weight, strong kick and low capacity make it less popular with professional forces.
Fires a 189 grain bullet with an aspect ratio of 1.6 at a velocity of
2,921ftsec^2 and a muzzle energy of 4.9kJ. Drains 9.7kW per shot. Uses 4
B cells in the magazine.
TL Round WPS CPS
10 11.3×18mmEM 0.027 $0.027
TL Weapon Damage Acc Range Wt ROF Shots ST Bulk Rcl Cost LC
10 11.3mm Magnum Gauss Pistol 5d pi+ 2 380/3,570 4.9/0.6 3 14(3) 10 -2 2 $4,300/$30.39 3
15×23mmEM Borg Gauss Pistol (TL10)
A light battledress or heavy combat borg sized sidearm. Do to it's design, anyone who fires this gun who isn't in a battledress or a heavy borg or not wearing a spacesuit sized glove treats the gun as having ST13.
Fires a 413 grain bullet with an aspect ratio of 1.5 at a velocity of 3,370ftsec^2 and a muzzle energy of 14.2kJ. Drains 28.2kW per shot. Uses 2
C cells in the magazine.
TL Round WPS CPS
10 15×23mmEM 0.06 $0.06
TL Weapon Damage Acc Range Wt ROF Shots ST Bulk Rcl Cost LC
10 15mm Borg Gauss Pistol 7d+2 pi++ 3 545/5,271 9.4/2.1 3 25(3) 12 -2 2 $7,300/$43.88 2
5.2 ×42mmEM Hyper Velocity Gauss Gun (TL10)
A high grade pistol that's designed to fire a hyper-velocity armor piercing bulk amorphous tungsten dart. Not as useful against soft targets, this weapon is used mainly by paramilitary anti-terrorist forces and SWAT style units who have to deal with organized criminals with ready access to body armor.
Fires a 91 grain bullet with an aspect ratio of 8 at a velocity of 2,988ftsec^2 and a muzzle energy of 2.5kJ. Drains 4.9kW per shot. Uses 4 B cells in the magazine.
TL Round WPS CPS
10 5.2×42mmEM 0.013 $0.13
TL Weapon Damage Acc Range Wt ROF Shots ST Bulk Rcl Cost LC
10 5.2mm HV Gauss Pistol 5d+2(3) pi- 2 900/3,780 3.7/0.6 3 28(3) 10 -2 2 $3,100/$30.32 2
SMG GUNS (SMG) (DX-4, or most other Guns at -2)
7.54×17mmEM Gauss Sub Machine Gun (TL10)
A medium sized personal defense weapon that fires the pistol caliber 7.54mmEM rounds at a relatively higher velocity and rate of fire then a standard pistol. Used by paramilitary, MPs and rear echelon troops.
Fires a 77 grain bullet with an aspect ratio of 2.2 at a velocity of 2,995ftsec^2 and a muzzle energy of 2.1kJ. Drains 4.2kW per shot. Uses 1 C cell in the magazine.
TL Round WPS CPS
10 7.54×17mmEM 0.011 $0.011
TL Weapon Damage Acc Range Wt ROF Shots ST Bulk Rcl Cost LC
10 7.54mm Gauss SMG 4d pi- 4 364/2,900 9.7/2 20 85(3) 9† -3 2 $7,700/$31.18 3
9×18mmEM Gauss Sub Carbine (TL10)
Designed to bring rifle level fire power to police and SWAT units while still using a common ammunition type to easy logistics, this personal defense weapon straddles the line between being a SMG and a short barrel Gauss rifle.
Fires a 119 grain bullet with an aspect ratio of 2 at a velocity of 3,294ftsec^2 and a muzzle energy of 3.9kJ. Drains 7.8kW per shot. Uses 1
C cell in the magazine.
TL Round WPS CPS
10 9×18mmEM 0.017 $0.017
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10
9mm Gauss Sub Carbine 5d pi 4 441/3,625 12.3/1.8 16 45(3) 9† -3 2 $10,500/$30.33 3
5.2×42mmEM Hyper-Velocity Gauss Personal Defense Weapon (TL10)
A longer barreled version of the HV Gauss Pistol with a stock, thicker barrel and beefed up power supply to handle a higher rate of fire. Used primarily by counter-terror units.
Fires a 91 grain bullet with an aspect ratio of 8 at a velocity of 3,294ftsec^2 and a muzzle energy of 3kJ. Drains 6kW per shot. Uses 1 C cell in the magazine.
TL Round WPS CPS
10 5.2×42mmEM 0.013 $0.13
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10
5.2mm HV PDW 6d-1(3) pi- 3 1,008/4,176 11.1/1.9 22 60(3) 9† -3 2 $9,200/$30.40 2
Rifle
GUNS (RIFLE) (DX-4, or most Guns at -2)
5.6×21EM Semi-Automatic Gauss Varmint Rifle (TL10)
A light weight, low cost Gauss rifle used in rural areas for pest control and home defense.
Fires a 56 grain bullet with an aspect ratio of 3.8 at a velocity of
3,936ftsec^2 and a muzzle energy of 2.6kJ. Drains 5.2kW per shot. Uses 4
B cells in the magazine.
TL Round WPS CPS
10 5.2×42mmEM 0.008 $0.008
TL
Weapon Damage Acc Range Wt ROF Shots ST Bulk Rcl Cost LC
10
5.6mm Gauss Varmint 5d pi 4 624/ 3,648 4.9/0.6 3 28(3) 7† -4 2 $4,300/$29.62 3
Rifle
6.5×33mmEM Semi-Automatic Gauss Hunting Rifle (TL10)
A high velocity semi-automatic rifle used by many civilian shooters. Fine (Accurate) and Very Fine (Accurate) version are sometimes used as marksmens rifles.
Fires a 112 grain bullet with an aspect ratio of 5 at a velocity of 4,428ftsec^2 and a muzzle energy of 6.6kJ. Drains 13.3kW per shot. Uses 6
B cells in the magazine.
TL Round WPS CPS
10 6.5×33mmEM 0.016 $0.016
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10 6.5mm Gauss Hunting 7d+2 pi 4 1,080/ 5,472 7.5/0.6 3 16(3) 8† -4 2 $6,900/$35.78 3
Rifle
6.5×33mmEM Gauss Assault Rifle (TL10)
A high powered assault rifle based on a longer barreled 6.5×33mmEM Semi-Automatic Hunting Rifle. Gives a good mix of armor penetration and after armor stopping power.
Fires
a 112 grain bullet with an aspect ratio of 5 at a velocity of
4,674ftsec^2 and a muzzle energy of 7.4kJ. Drains 14.8kW per shot. Uses 2
C cells in the magazine.
TL Round WPS CPS
10 6.5×33mmEM 0.016 $0.016
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10 6.5mm Gauss Assault 8d pi 5 1,152/ 5,856 12.8/1.8 12 48(3) 9† -5 2 $11,000/$40.34 2
Rifle
13×52mmEM Semi-Automatic Gauss Anti-Material Rifle (TL10)
A long barreled, semi-auto rifle used for long range sniping and taking out light vehicles and battledresses with AP ammo. Comes equipped with a bipod.
Fires
a 721 grain bullet with an aspect ratio of 4 at a velocity of
4,969ftsec^2 and a muzzle energy of 53.7kJ. Drains 107.5kW per shot. Uses 5 C cells in the magazine.
TL Round WPS CPS
10 13×53mmEM 0.1 $0.1
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10 13mm Gauss 15d+1 pi++ 6 1,956/ 11,088 22.5/2.8 3 16(3) 11†B -6 2 $19,700/$74.74 2
Anti-Material Rifle
20×74mmEM Semi-Automatic Gauss Heavy Anti-Material Rifle (TL10)
A heavy anti-material rifle used as an long ranged anti-heavy battledress weapon. Comes equipped with a bipod.
Fires
a 2,429 grain bullet with an aspect ratio of 3.7 at a velocity of 3,936ftsec^2 and a muzzle energy of 113.6kJ. Drains 227.1kW per shot. Uses 5 C cells in the magazine.
TL Round WPS CPS
10 20×74mmEM 0.35 $0.35
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10 20mm Gauss Heavy 6d×3 pi++ 6 2,208/ 13,008 32.8/4.1 3 8(3) 12†B -6 2 $28,700/$80.38 2
Anti-Material Rifle
5.2×42mmEM Hyper-Velocity Gauss Rifle (TL10)
A full sized rifle platform for the 5.2×42mmEM round. Boasts excellent armor penetration but poor stopping power.
Fires a 91 grain bullet with an aspect ratio of 8 at a velocity of 4,920ftsec^2 and a muzzle energy of 6.6kJ. Drains 13.3kW per shot. Uses 2
C cells in the magazine.
TL Round WPS CPS
10 5.2×42mmEM 0.013 $0.13
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10 5.2mm Gauss HV Rifle 8d+2(3) p- 5 1,524/ 6,096 12.1/1.8 14 55(3) 9† -4 2 $10,300/$40.08 2
Light Machine Gun
GUNS (LMG) (DX-4, or most other Guns at -2)
6.5×33mmEM Gauss Squad Automatic Weapon (TL10)
A variant of the 6.5×33mm Gauss Assault Rifle with a heavier barrel and upgraded power supply capable of rapid fire. Often fitted with either an Articulated or Gyrostablized Weapon Harness (Ultra-Tech pg. 150-151). TL modifier is 6 if you are using High-Tech's sustained fire rules.
While the 6.5mm Gauss Squad Automatic Weapon can accept the same magazines as the 6.5mm Gauss Assault Rifle it is normally feed with by a back pack mounted 250 round ammo cassette though an enclosed ammo chute (while attached do not increase how much maintenance the weapon needs while in dusty or muddy areas).
Fires
a 112 grain bullet with an aspect ratio of 5 at a velocity of
4,674ftsec^2 and a muzzle energy of 7.4kJ. Drains 14.8kW per shot. Uses 1
D cell in the back mounted ammo cassette.
TL Round WPS CPS
10 6.5×33mmEM 0.016 $0.016
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10 6.5mm Gauss SAW 8d pi 5 1,152/ 5,856 20.1/13p 20 250(5) 10†B -5 2 $20,100/$676.50 2
13×52mmEM Light Battledress Automatic Weapon (TL10)
A fully automatic version of the 13×52mm Semi-Automatic Gauss Anti-Material Rifle designed to be used handled by battledresses. TL modifier is 6 if you are using High-Tech's sustained fire rules.
A mounted version is available for use by non-battledressed troops. Has ST17M and uses GUNNER (MACHINE GUN). Often mounted on a Tripod or Powered Tripod (Ultra-Tech pg. 151).
Fires
a 721 grain bullet with an aspect ratio of 4 at a velocity of
4,969ftsec^2 and a muzzle energy of 53.7kJ. Drains 107.5kW per shot. Uses 1 E cell in the magazine.
TL Round WPS CPS
10 13×53mmEM 0.1 $0.1
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10 13mm Gauss Light 15d+1 pi++ 6 1,956/ 11,088 131.9/77.8 18 330(5) 17† -8 2 $54,100/$3,206.45 2
BAW
5.2×42mmEM Hyper-Velocity Gauss Squad Automatic Weapon (TL10)
The light machine gun companion to the 5.2mm Hyper-Velocity Gauss Assault Rifle. Often fitted with either an Articulated or Gyrostablized Weapon Harness (Ultra-Tech pg. 150-151). TL modifier is 6 if you are using High-Tech's sustained fire rules.
While
the 5.2mm Hyper-Velocity Gauss Squad Automatic Weapon can accept the same magazines as
the 5.2mm Hyper-Velocity Gauss Assault Rifle it is normally feed with by a back pack
mounted 270 round ammo cassette though an enclosed ammo chute (while
attached do not increase how much maintenance the weapon needs while in
dusty or muddy areas).
Fires
a 91 grain bullet with an aspect ratio of 8 at a velocity of
4,920ftsec^2 and a muzzle energy of 6.7kJ. Drains 13.5kW per shot. Uses
1 D cell in the magazine.
TL Round WPS CPS
10 5.2×42mmEM 0.013 $0.13
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10 5.2mm Gauss HV Rifle 8d+2(3) p- 5 1,524/ 6,096 18.8/12.1p 20 270(5) 10† B -6 2 $18,800/$2,514 2
Cannon
GUNNER (CANNON) (DX-4, or other Gunner at -4)
25×100mmEM High-Velocity Gauss Cannon
A high powered semi-automatic Gauss cannon that can be used as a light field gun, mounted on a light vehicles for extra punch.
A heavy battledress mounted version with a rifle stock is also available, it has ST18† and Rcl 3. Uses GUNS (Rifle).
Fires
a 5,127 grain bullet with an aspect ratio of 4 at a velocity of 7,380ftsec^2 and a muzzle energy of 842.2kJ. Drains 1,684.4kW per shot. Powered by a Semi-Portable Fusion Reactor (Ultra-Tech pg. 20).
TL Round WPS CPS
10 38×228mmEM 0.7 $0.7
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10 25mm Gauss Cannon 7d×6 p++ 6 5,592/ 31,623 102.2/2421 3 30(3) 22M -10 2 $78,000/$126 2
Spot Light Weapon
Fullvalda Byssur S-22 G3 King Maker (TL10)
The Fullvalda Byssur Skammbyssa (Pistol)-22 GerĂ° (Type) 3 King Maker is a long barreled 9×18mmEM medium Gauss pistol that was built to be a work of art as much as a practical, reliable high-powered fire arm. Do to this, it is a weapon preferred by nobility, wealthy collectors and higher end gang bosses who want to show off. Made to be rugged (counts as Rugged) and out of advanced nano composites (Counts as Expensive), it is both able to take a beating while still being light weight. The weapon has a full set of Smart Gun Electronics, an Accessory Rail under its barrel and is built to high tolerances (Counts as Very Fine (Reliable)).
The guns also come beautifully engraved as standard (+1 to reaction rolls) and can have even higher end engravings custom ordered. An fine level engraving bumps the price of the gun up to $370,200 (+2 to reactions rolls) and the most skilled level of engraving, which includes pure gold pressed latinum, costs an astounding $740,200 but is by all accounts a pure work of art (+3 to reaction rolls).
Fires a 119 grain bullet with an aspect ratio of 2 at a velocity of 3,146ftsec^2 and a muzzle energy of 3.6kJ. Drains 7.1kW per shot. Uses 4
B cells in the magazine.
TL Round WPS CPS
10 9×18mmEM 0.017 $0.017
TL
Weapon Damage Acc Range
Wt ROF Shots ST Bulk Rcl Cost LC
10
9mm Heavy Gauss Pistol 5d-1 pi 2 410/3,423 3.6/0.6
3 20(3) 10 -2 2 $74,200/$30.20 3
Extra: Ultra-Tech Magazines
While Ultra-Tech gave the weight of the magazines used by the projectile weapons listed in it, it gave no information how much a spare magazine costed. We had to wait until High-Tech came out a few years later for not only how to figure the cost for spare mags but how much they weighed! These rules worked and you could use them for Ultra-Tech as needed... but then out came Tactical Shooting: Tomorrow from Pyramid 3/35 Military Sci-Fi which mentioned that at TL9 magazines finally become cheap enough that they can be seen as throw away items but gave no answer on how this effected a magazines cost.
So here I'm gonna cover how I handle not only stating TL9+ magazines but how I stat ammo links and the like.
In regards to the options listed in High-Tech only High-Density Alloy or Plastic Boxes, Alloy or Plastic Helical Drum or a Alloy or Plastic Drum are used at TL9+. Their fixed weight multipliers stay the same, they just get more durable. Their fixed cost factor goes down however. $16.50 for a High-Density Alloy or Plastic Box, $150 for a Alloy or Plastic Drum/Helical Drum.
Also mentioned in the article is the fact that TL9+ magazines are more reliable, as an optional rule TL9 magazines and drums/helical drums are treated as Good Quality for free.
New Options
Links: A series of alloy or plastic links that allow ammunition to be feed to a gun at a higher rate then a normal spring feed magazine. Weight Multiplier is 1.6, cost is $50 per pound of empty (that is sans ammo) link weight.
Ammo Chute: The same basic idea as a link feed system, the only difference is that an ammo chute completely encloses the ammunition, protecting it form the elements. This makes chutes heavier and more expensive then links but the are counted as Fine Quality magazines. They also help keep a guns malf from worsening when operating in areas with a lot of mud, gunk or other potential contaminants could fowl normal magazines. Weight Multiplier is 1.9, cost is $150 per pound of ammo chute weight.
Disposable Magazine: This is a simple, light weight magazine meant to be used once and then discarded. These magazines are sealed until inserted into the firearm meaning that contaminants will not get into them but since they are meant to be cheap they do not count as being Fine for free. They do however help to prevent a guns malf. from worsening when operating in areas with a lot of mud, gunk or other potential contaminants could fowl normal magazines. Weight Multiplier is 1.01 and there is no fixed cost factor, instead cost is $2.5 ×the weight of the ammo the Disposable Magazine will hold.
I'm not sure how I feel about the difference. I think I like this better for perusing a blog and reading up on what's going on. If I were to use it in play, from a book, I'd prefer the more traditional approach.
ReplyDeleteOh yeah, I was just wondering in regards to my blogs format. If I were to do a hypothetical actual GURPS book I would stick with the tried and true format.
DeleteSo I'll take this a ya for doing this for my blog.
Good stuff as usual! I feel you on the detail taking time - it's why when I'm focusing on equipment and stuff I put things out so slow. Actually got a few in the queue right now...
ReplyDeleteWorth noting that the original M16 magazine was supposed to be disposable as well.
So do you have your equations/rules/guesstimates for these weapons laying around? I'd love to take a look and see if I can figure them out, or failing that at least have some alterations to play around with.
ReplyDeleteKeep in mind that these alterations only stand up to minor changes in a weapons stats. You can turn a rifle that shoots 5.56mm to a 7.62mm one but it'll probably break if you try to turn a 5.56mm rifle into a 20mm one.
DeleteFirst take a base weapon you want to convert and figure out what caliber you are going to change it to, any changes in muzzle velocity you want and if you want to change the base rounds aspect ratio.
Next find the new bullets KE ratio. This is how much the new bullets KE is going to differ from it it's base KE. To figure this take (New caliber/old caliber)^3 and multiply it by (new aspect ratio/old aspect ratio) and then by (new velocity/old velocity)^2.
Then find the new bullets caliber ratio, this is (new caliber/old caliber).
Damage: Square root of (KE ratio/Caliber ratio).
Range
1/2D Range: Base Range multiplied by KE ratio and square root of (new aspect ratio/old aspect ratio).
Max Range: Base Range multiplied by KE ratio.
Weapon Weight. Base weight multiplied by square root of (KE ratio).
Power: For gauss weapons and the like, multiply the power per shot by the KE ratio.
Oh, forgot to add, drop one from Acc if aspect ratio is 4:1 or less or the caliber is under 7mm.
DeleteSo is this what you used to convert from the ~4mm gauss guns in Ultra-Tech to these?
DeleteYep, that's the magic.
DeleteNow keep mind that the formula for 1/2D range is the area I'm most unsure if I hit the mark 100% on. I'm reasonable sure I got max range right and I know that damage, energy per shot and weapons weight is right.
I should also add for bulk I just looked up the bulk of other weapons of similar size. I have a rough I idea of how bulk is figured but its still incomplete. Also I didn't list ST since unfortunately I can't give that one away. So long as the weapon has Rcl2 you can look up the Rcl 2 table I did for my Plasma Guns, Re-Energized! post. Just look up the weapons weight and then look over to the P-Rifle or P-Based on what kind of gun it is.
Okay, cool, thanks for sharing it! I'm working on reverse-engineering the gauss weapons myself and I think I've figured out the 1/2 Range, so I'll share that when I think it's done.
DeleteCool stuff man, can't wait to see your angle on it.
Delete