Your one stop shop for new Ultra-Tech Gear and Weapons. This blog mainly deal with fun new toys for fairly realistic TL 9+ GURPS Ultra-Tech settings with some cutting edge modern tech ever now and then for flavor.
Thursday, May 11, 2017
Musings on Things that Affect Beam Weapons Accuracy
Ever felt that it was odd that making a Fine (Accurate) Laser rifle only gives it a +1 bonus to Acc when it s has a base Acc 12 compared to conventional rifles Acc of 5? Or have you wondered what happens when you add a stock to beam pistol or remove the stock of a beam rifle or securely mount one?
Or how about if you wanted a laser carbine rather then a rifle, shouldn't it have a lower Acc then a full rifle?
Well, in today's post I go over how I feel these questions should be handled. Just keep in mind that nothing here is official so if you want to stay 100% RAW for you game then it's best to skip these optional rules.
Fine and Very Fine (Accurate)
Given the greater range of accuracy beam weapons have compared to conventional fire arms it doesn't make sense that a Fine or Very Fine beam weapons should only get a partly +1 or +2 to their Acc.
By taking a look at the range of Acc score conventional projectile weapons get and by what amount a +1 or +2 bonus effects them I was able to deduce what the same rate would be for the different beam weapons.
Acc Bonus
+3 for Fine, +6 for Very Fine All beam weapons but these shown below.
+2.5 for Fine, +5 for Very Fine Blaster, Ghost Particle, Neutral Particle, and Pulsar.
+2 for Fine, +4 for Very Fine Electrolaser, and Plasma Gun.
+1.5 for Fine, +3 for Very Fine Flamer, Sonic Stunners, Nauseators, and Screemers.
+1 for Fine, +2 for Very Fine Plasma Lance.
When adding these modifiers to your weapons stats, round up the +2.5 for Fine (Accurate) to +3 for Blaster, Ghost Particle, Neutral Particle, and Pulsar but round down +1.5 Sonic Stunners, Nauseators, and Screemers to +1. You might be wondering why I bothered writing down the like that and that's because I wanted to show you how the math works out.
Stock, Stockless and Mounted
Adding a stock to a stockless weapons, such as the default for pistol form weapons, increases it Acc by the same amount making it a Fine (Accurate) beam weapons. This will infact bump up its Acc to the Acc of Configuration on size bigger (i.e. a pistol will have the same Acc as a carbine). Likewise removing or collapsing the stock of a beam weapon that has one, such as the default for carbines and bigger, subtracts and amount from its Acc equal to the bonus it would receive for being Fine (Accurate). Mounting a beam weapon so its fixed tight and securely to a weapon mount, also increase its accuracy. Mounting a beam weapon increases its Acc by the same amount as making it Fine (Accurate) and removing an already mounted weapon from its mount reduces its Acc by the same amount. Cannon are already considered mounted, if removed from their mounting treat them as support weapons.
Expanded Configuration List
A weapons form factor has an impact on its inherent accuracy, longer weapons simply provide a superior sight picture.
Below I expand the Acc range for beam weapons to give the same range that conventional projectile weapons have as well as give some rules of thumb for how to determine which configuration you should use for a given beam weapons.
Sub Compact/Beamer: This configuration should be used for either small "holdout pistol" style beam weapons or tool shaped beam weapons (like the ever awful dustbuster phaser from Star Trek: The Next Generation) up to about pistol sized. Bulk should be no more then -1.
Acc Beam Type
3 All beam weapons but these shown below.
2 Electrolaser, and Plasma Gun.
1 Sonic Stunners, Nauseators, Screemers, Flamer and Plasma Lance.
Pistol: Pistol from weapons should be small weapons that could be fired with on hand and be -3 at the most.
Acc Beam Type
6 All beam weapons but these shown below.
5 Blaster, Ghost Particle, Neutral Particle, and Pulsar.
4 Electrolaser, and Plasma Gun.
3 Sonic Stunners, Nauseators, Screemers, and Flamer.
2 Plasma Lance.
Carbine: These are rifle from long arms with a built in stock as default though attaching a stock to a pistol from weapon effectively makes it a pistol carbine . In general they can be anything from pistol sized up to a bulk of -5.
Acc Beam Type
9 All beam weapons but these shown below.
8 Blaster, Ghost Particle, Neutral Particle, and Pulsar.
6 Electrolaser, and Plasma Gun.
4 Sonic Stunners, Nauseators, Screemers, and Flamer.
3 Plasma Lance.
Rifle: A larger, fulled long arm beam weapons. Bulk should be up to -7
Acc Beam Type
12 All beam weapons but these shown below.
10 Blaster, Ghost Particle, Neutral Particle, and Pulsar.
8 Electrolaser, and Plasma Gun.
6 Sonic Stunners, Nauseators, Screemers, and Flamer.
4 Plasma Lance.
Support: A support configured beam weapon can be any sized up to a large rifle up to cannon in sized and in fact cannons are just mounted support weapons. They can be any bulk -6 and up.
Acc Beam Type
15 All beam weapons but these shown below.
13 Blaster, Ghost Particle, Neutral Particle, and Pulsar.
10 Electrolaser, and Plasma Gun.
7 Sonic Stunners, Nauseators, and Screemers
9 Flamer.
6 Plasma Lance.
Cannon: A mounted support configured beam weapon and such and be anything with a bulk of -6 and up.
Acc Beam Type
18 All beam weapons but these shown below.
15 Blaster, Ghost Particle, Neutral Particle, and Pulsar.
12 Electrolaser, and Plasma Gun.
9 Sonic Stunners, Nauseators, and Screemers
12 Flamer.
8 Plasma Lance.
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