tag:blogger.com,1999:blog-60541418970104753762024-02-19T03:18:33.692-06:00G.U.R.B: Ultra-Tech ReloadedYour 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. TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.comBlogger95125tag:blogger.com,1999:blog-6054141897010475376.post-43955148179831468952023-11-22T23:36:00.003-06:002023-11-22T23:36:23.671-06:00Ultra-Tech Firepower: The GenTech Five Five and the KRAK SK 92. Gauss Weapons Chambered in 5.5×22EM<p></p><p><b><i> </i></b>Well gang, I'm finally at the point I feel I am able to start diving into designing regular old guns guns for more efficiently and confidentially then before, making them far easier to work with (though they are still far more complicated to stat up then energy weapons). </p><p>In this post I'm covering a pair of gauss guns though their gonna feel a little different form the ones I did in the past as well as what is seen in <i><b>Ultra-Tech</b></i>. This is on purposes as these figures are much closer to the level of detail you see in <b><i>High-Tech</i></b>, rather then trying to stick with the ones in Ultra-Tech. Those were more or less guesstimated while the ones made in High-Tech has a logical design system, I think it's time to move on from trying to limit myself to trying make those numbers try to work. </p><p>I've also been coming up with ways to give you more hard stats on these weapons for better immersion, let me know how you like the new format and the information it gives! </p><p>Follow me after the jump to check out some new elector-magnetically accelerated lead throwers.</p><p><span></span></p><a name='more'></a> <br /><p></p><p><b><i>GenTec E Five Five (TL 10)</i></b></p><div class="separator" style="clear: both; text-align: center;"><b><i><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgGzT2YHeD3O7RMk_dujSqQshw5z8zJ-nvtMgHnqWq3tBDdMdwFkKa1J7ytaT3Q8R6aEuq0n5o8qMpskMTGQP0TTKGrW1M0TFGFo5dcD7hzCjeD99ujoZU-xD-1U91B4gVF3do-pqc4hNoUa3mtHMJNBJ0lHZ9bLWfocMvXlmLa83nbBuVqbPZhL36SmFg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="" data-original-height="473" data-original-width="731" height="207" src="https://blogger.googleusercontent.com/img/a/AVvXsEgGzT2YHeD3O7RMk_dujSqQshw5z8zJ-nvtMgHnqWq3tBDdMdwFkKa1J7ytaT3Q8R6aEuq0n5o8qMpskMTGQP0TTKGrW1M0TFGFo5dcD7hzCjeD99ujoZU-xD-1U91B4gVF3do-pqc4hNoUa3mtHMJNBJ0lHZ9bLWfocMvXlmLa83nbBuVqbPZhL36SmFg" width="320" /></a></i></b></div><b><i><br /></i></b><p></p><p>The GenTec E Five Five is one of the most
popular pistols on the market going by both civilian and military (
where it is sold as the EM 489) sales do to its simplicity and out of
the box reliability. It is a fairly conventional looking double action
semi automatic Gauss pistol with a 127mm (5in.) barrel and a 20 round
high density magazine in its grip as well a a full length top mounted
accessory rail (<b><i>High-Tech</i></b> p.161 and <b><i>Ultra-Tech</i></b> p.150) and half sized
pistol rail mounted under the barrel. <br /><br />Despite not having a
boosted and low velocity mode enabled, the Five Five's magazine power
cells hold enough power to fire a full magazine worth of boosted
velocity rounds. While this was done to simplify production (the only
difference between the Five and Five and the EM 489 is the features that
are enabled by default), this also makes it fairly easy to get mod the
weapon into basically being a EM 489. Enabling the mode takes a Armory
(Small Arms)/TL 10 roll and is a favorable task (see <b><i>Dirty Tech: Full
Auto Conversions</i></b>, <b><i>High-Tech</i></b> p. 79) and gives it all the features of a EM
489 (below). <br /><br />The EM 489 is the militarized version capable of
firing 3 round limited bursts with boosted and low velocity mode
enabled. It is otherwise identical to the civilian model but with ROF 9
and LC reduced to 2. In boosted velocity mode increase damage to 7d pi
and range to 720/5,040. Low velocity mode drops the muzzle velocity to a
sub sonic 305m/s, reducing damage to 1d+2 pi and range to 160/1,100.
As with the Five Five, the magazine can handle firing a full magazine in
boosted velocity mode. <br /><br />The E Five Cee is a compact pocket model
designed for concealed carry. Do to it's small size its Acc drops to 2
but it bulk become -1. Dmg 4d+2 pi, Range 460/3,200, Wt. 1.4/0.2, Shots
10+1 (3), ST 7, Cost $820/$18. Unlike the full sized Five Five, the Five
Cee cannot be modded to fire 3 round limited bursts or in boosted or
low velocity mode. <br /><br /><br />Design Notes<br />Barrel Length: 127mm (5 in.) Five Five and EM 489. 72mm (3 in.) Five Cee.<br />Overall Length: 226mm (8.9 in.) Five Five and EM 489, 162mm (6.4 in.) Five Cee.<br />Magazine
Height: 121mm (4.8 in.) Five Five and EM 489, magazine has an
integrated rechargeable TL 10 quad B cell. 61mm (2.4 in.) Five Cee,
magazine has an integrated rechargeable TL 10 B cell.<br /><br />Muzzle Velocity: 1,127 m/s (1,380 m/s boosted, 305 m/s low velocity) Five Five and EM 489. 879 m/s Five Cee. <br />Muzzle Energy: 2.3kj (3.45kj boosted, 0.169kj low velocity) Five Five and EM 489. 1.4kj Five Cee. <br /><br /><b><i>GUNS (PISTOL) (DX-4 or most other Guns at -2)</i></b><br /><span style="font-size: x-small;"><b><i>TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes</i></b><br /><span style="background-color: #f9cb9c;">10 GenTec E Five Five, 5.5×22EM 6d-1 pi 3 580/4,100 2.1/0.4 3 20+1 (3) 8 -2 2 $1,000/$22 3 [1]</span></span><span style="background-color: #f9cb9c;"><br /></span><br />[1] Accessory rail (<b><i>High-Tech</i></b> p.161 and <b><i>Ultra-Tech</i></b> p.150).</p><p></p><p> <br /></p><p><b><i>KRAK SK 92 (TL 10)</i></b><br />Built by the Finnish Kansallinen raskaan
aseistuksen ja koneistustyöt (National Heavy Armaments and Machining
Works), the SK (sähköinen konepistooli, Electric Machine Pistol) 92 is a
pistol formed Gauss PDW designed for SWAT, anti terrorism, and
special-op units. It has a retractable stock, a large double rail mounted on a raised handle above the magainze, as well as one on each side of the barrel as well as on the bottom that by default has a forward grip attached. It's uses a
60 round top loaded magazine that slides under the handle . If fired one
handed ST becomes 10 and Acc drops to 4.<br /><br />Since it is designed
for police, para-military and outright military use it can be fired in
boosted and low velocity mode. In boosted velocity mode increase damage
to 8d pi and range to 850/5,900. Low velocity mode drops the muzzle
velocity to 305m/s reducing damage to 1d+2 pi and range to 160/1,100.<br /><br />The SK 92 S is model made for the civilian market that limits its ROF to 3 and disables the boosted and low velocity modes.</p><p>Besides standard FMJ rounds (in table), APEP rounds are also carried when heavy armor is expected, Damg 8d (3) pi-, Range 1,380/9,800. <br /><br /><br />Design Note<br />Barrel Length: 178mm (7 in.).<br />Overall Length: 680mm (26.8 in.), 477mm ((18.8 in.) with stock retracted.<br />Magazine Length: 169mm (6.7 in.), magazine has an integrated rechargeable TL 10 C cell.<br /><br />Muzzle Velocity: 1,329 m/s (1,628 m/s boosted, 305 m/s low velocity). <br />Muzzle Energy: 3.2kj (4.8kj boosted, 0.169kj low velocity).<br /><br /><b><i>GUNS (SMG) (DX-4 or most other Guns at -2)</i></b><br /><span style="font-size: x-small;"><b><i>TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes</i></b><br /><span style="background-color: #f9cb9c;">10 KRAK SK 92, 5.5×22EM 7d pi 5 690/4,900 5.6/1.4 15 60+1 (3) 7† -4* 2 $2,080/$37 2 [1]</span></span></p><p>[1] Accessory rail (<b><i>High-Tech</i></b> p.161 and <b><i>Ultra-Tech</i></b> p.150).</p><p></p><p><b><i>5.5×22EM (TL 10)</i></b><br />Standard 5.5×22EM rounds are 3.6g (56 grain) with a
4:1 aspect ratio. They are lead cored with a ferrous-copper composite
jacket. <br /><br /><b><i>TL Ammo WPS CPS LC</i></b><br /><span style="background-color: #f9cb9c;">10 5.5×22EM 0.008 $0.15 3<br />10 5.5×22APEP 0.008 $$1.05 2<br /></span><br /><br /></p><p><b>Bonus! </b><br /></p><b>Just how loud are Guass weapons? </b><br />You probably noticed that the low
velocity mode is the same for both weapons. That's because rather then
the generic rules used under <b>Liquid Propellant Slugthrowers </b>(<b><i>Ultra-Tech</i></b>
p.139) or even <b><i>Subsonic Ammunition</i></b> (<b><i>High-Tech</i></b> p. 165), I made sure the
rounds were actually subsonic and recalculated their stats from there.
That's why I made sure to show their muzzle velocities and energy so you
can tinker with the variables yourself. <br /><br />Subsonic shots are also
going to be really quite, hell they're going to be quite in any mode.
<b><i>Ultra-Tech</i></b> doesn't not give any modifiers on how hard it is to hear one
firing in any mode. My unofficial ruling here is that base hearing
distance for firing at normal velocity should be treated as if it was 3
steps quieter on the <b><i>Hearing Distance Table </i></b>(<b><i>High-Tech</i></b> p.158) then what
an equivalent conventional weapons would have. That is a heavy gauss
pistol, SMG, rifle, and so on would go from a base hearing distance of
512 yrds down to base hearing range of only 32 yrds. <br /><br />Firing in
low velocity mode should have a base hearing distance of 8 yards. This
makes them no louder then crossbows! <a href="https://forums.sjgames.com/showthread.php?t=48736">This will also bring things in line
with GURPS forum user Icelanders <b><i>Flatblack </i></b>guass guns. If you haven't
heard of these, the mad man did the gun lords work vastly expanding the
guass weapon catalogue for Agemegos's <b>Flatblack </b>sci-si setting and is
definitely worth a look. </a><br /><br /> Boosted velocity rounds are only 2 ranks quieter. <br /><br />Of
course, these numbers assumes that even Ultra-Tech capacitors still
have a bit of "CHUNK!" discharging (they're the main noise of firing
them today). If your setting has ultra-quite capacitors then make them 1
step quieter (that is normal velocity gets a -4 instead of a -3 and low
velocity shots can only be heard at base of 4 yrds!). On the other hand
you embrace the "CHUNK!", then make them 1 step louder. Hey it's your
game, and honestly I don't know what a room temperature super conductor
based capacitor under these kind of power loads will sound like (let
alone by TL 10!). TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com6tag:blogger.com,1999:blog-6054141897010475376.post-89057144566774214412023-11-20T20:36:00.001-06:002023-11-20T20:36:33.695-06:00Ultra-Tech Gun Noodlings: How to Figure Bulk and Magazine Length<p>Sup fam. Got some quick but tasty nuggets for you today.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhR7ECfQ0wMGCB9F0aaOqMOQ4fRyHgJPcYEDPIpm7YaECL9Xbhu2ZT5DbrzYeKqp3Wh-Hqc7_TOEAohs9WzuOp7mUEH0gSPDBkbjVwUhMaFRVu_PBdo36zUS86Dg0h_Z1Omqa-WRY18NNe5SSMPQ3uQJ67fViTtcITihNnHVjkqqkR4BHwMhsyMWS3wvlY" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="" data-original-height="375" data-original-width="750" height="200" src="https://blogger.googleusercontent.com/img/a/AVvXsEhR7ECfQ0wMGCB9F0aaOqMOQ4fRyHgJPcYEDPIpm7YaECL9Xbhu2ZT5DbrzYeKqp3Wh-Hqc7_TOEAohs9WzuOp7mUEH0gSPDBkbjVwUhMaFRVu_PBdo36zUS86Dg0h_Z1Omqa-WRY18NNe5SSMPQ3uQJ67fViTtcITihNnHVjkqqkR4BHwMhsyMWS3wvlY=w400-h200" width="400" /></a></div>First off I've come up with a way of figuring a weapons bulk that gets good results. This is <b>NOT </b>official by any means but it seems to work. It is a bit fiddly though. <p></p><p>First you're gonna have to fi<br />gure to values:</p><p>Bul and Buw.</p><p>Bul is based on the weapons length in millimeters and can be figured as:</p><p>6 × LOG₁₀(Wl/305) + 2</p><p>Wl is the weapons length is millimeters. </p><p>Buw is based on the weapons weight (unloaded if mounted) in pounds and can be figured as:</p><p>2 × LOG₁₀(Ww) + 2</p><p>Ww is based on the weapons weight (unloaded if mounted) in pounds. </p><p>The weapons actual Bulk then can be figured by taking the average of Bul and Buw and then slapping a negative signto it. </p><p><b><i><span style="color: #2b00fe;">For example: A FAMAS G2 is 757mm long and weighs 8.4lbs. This gives us a Bul of 6 × LOG₁₀(757/305) + 2 or 4.4 and a Buw of 2 × LOG₁₀(8.4) + 2or 3.8. This gives a Bulk of (4.4 + 3.8)/2 or -4. While there are no stats for a FAMAS in any official book,<a href="https://forums.sjgames.com/showpost.php?p=1667097&postcount=3"> HANS was kind enough to provide the forum with a write up</a> and sure enough it's bulk is -4. </span></i></b></p><p><b><i><span style="color: #2b00fe;"> </span></i><span style="color: #2b00fe;"></span></b>And while we're here, might as well throw in a quick way to estimate a magazine length, just so you can get an idea if your magazine modification is practical (and should let you know you're not going to see a huge increase in the number of caseless rounds a standard magazine can hold).</p><p>Magazine height can be estimated as number of rounds × rounds actual diameter (this might differ from the listed one, a 5.56 NATO round is actually ~5.7mm) × the polymer/plastic magazine type weight modifier for a given magazine type found on <b><i>High-Tech</i></b> p.155 under <b><i>Extended Magazines</i></b>. Multiply this value 0.7 for curved magazines like most military rifles use.Adjust the height by +/-10% as needed. <br /><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjupgkp5PclcTRLIZXKXJWtqYHqVZ-xiKASwpgYWJto3aEf99Xk2-_1-u5pmatyRHuEA3jKqwkSMo26qrr3UZ5dhUW37BX0RPBgt2L9bIS6NoY0bA1B4YwpwjmaW6Ej4Gbg7GoSEE8p_tPXjtXyqjg9O44hXy77WA9yYBvd23ZVAG2SxxZNbepKWlW0e7M" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="" data-original-height="612" data-original-width="864" height="227" src="https://blogger.googleusercontent.com/img/a/AVvXsEjupgkp5PclcTRLIZXKXJWtqYHqVZ-xiKASwpgYWJto3aEf99Xk2-_1-u5pmatyRHuEA3jKqwkSMo26qrr3UZ5dhUW37BX0RPBgt2L9bIS6NoY0bA1B4YwpwjmaW6Ej4Gbg7GoSEE8p_tPXjtXyqjg9O44hXy77WA9yYBvd23ZVAG2SxxZNbepKWlW0e7M" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Why am I getting some casting couch energy form this pic?<br /></td></tr></tbody></table></p><p><b><i><span style="color: #2b00fe;">For Example: a 20 round magazine for a FN Five SeveN is about 126mm (~5 in.) tall. The actual diameter for the round is 5.7mm and used a high-density magazine which has a polymer/plastic weight modifier of 1.1. This gives us a height of 20 × 5.7 × 1.1 or 125.4mm (4.9 in.). Close enough for government work. </span></i></b><br /></p><p><span style="color: #2b00fe;"></span><b><span style="color: #2b00fe;"></span><i><span style="color: #2b00fe;"> </span></i></b>So why am I thinking of gun stats all of a sudden? Well, I know, bad question. When am I NOT thinking of gun stats after all. Well I may or may not be working on expanding the kinetic side of Ultra-Tech firepower in my next few posts. I do hope to get some stuff out soon but I am also working on some non blog related projects so maybe that might be more on the soonish side of things but they'll get there. <br /><br /></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com4tag:blogger.com,1999:blog-6054141897010475376.post-31665550983162291332023-05-26T19:12:00.000-05:002023-05-26T19:12:46.569-05:00Blog is back on drip freed for the next few weeks because Zelda happened <p> Soooo... you might of noticed I had a bit of a roll going with blog content...</p><p><br /></p><p>Well sadly... "something" has come up that has eaten up all my free time for the foreseeable future.</p><p> </p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhijjle7r0iBQfVk6iSpN948Y5rJYRTfbX5O8K9dHmpu4MY7GZOT9m4HkSi61p_Uo1teuhxd2K-03O4_iFvXPCn5sRwAum0isKPvaFrlmOd7R_docxAg3zyfbQT5ugePmrOgMaOPpjBAD-TuVs-fBg70mI12hLqT75q7ezU9z9KK_Fr9CDRH08Lwfxl/s791/zelda-memes23.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="442" data-original-width="791" height="358" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhijjle7r0iBQfVk6iSpN948Y5rJYRTfbX5O8K9dHmpu4MY7GZOT9m4HkSi61p_Uo1teuhxd2K-03O4_iFvXPCn5sRwAum0isKPvaFrlmOd7R_docxAg3zyfbQT5ugePmrOgMaOPpjBAD-TuVs-fBg70mI12hLqT75q7ezU9z9KK_Fr9CDRH08Lwfxl/w640-h358/zelda-memes23.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The "something".... and yes I am mentally 12... don't at me... <br /></td></tr></tbody></table><br /> </p><p><br /></p><p>So in the mean time things are gonna be moving a bit slow. This game has consumed my life... I dream about, I think about it work, I play it on the way to work... I... I might have a problem... but that's an issue for future me to deal with. Present me is about to see how many Zoni rockets I can merge with my tank until either the game crashes or I reach relativistic velocities! <br /></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com9tag:blogger.com,1999:blog-6054141897010475376.post-81288840752669944692023-05-15T11:29:00.001-05:002023-05-15T11:29:17.539-05:00Ultra-Tech Ultra Quickie: Experimental Melee Rules Part II: Power Weapons<p><span style="font-size: small;">Ok, looks like my last post is getting some traction. I'm in inspired mode so let's keep this content train ah-chuggin!</span><span style="font-size: small;"><b><i><span><br /></span></i></b></span></p><p><b><i><span style="font-size: medium;">Power Weapons (TL 10)</span></i></b><br />Power weapons use some form of force field to increase their impact force, be it gravitational, electromagnetic, or some other energy herein unknown to modern science. <br /><br />Power weapons let off a glow that can provide some light but also give their users position away when activated. They will act as a light source that is bright enough to give a modifier of LOG<sub>15</sub>(damage adds) -3 or if you want more details they will be as bright as a light with a lux of 5 × LOG(damage adds). See <b><i>GURPS Powers: Enhanced Senses</i></b> p. 13 for more information on how light levels translates into light level modifiers. </p><p><br />For weapons that do cutting, impaling, or piercing damage they increase the weapons Armor Divisor by one step (to a max of 10) and add TL -3 points of damage adds, crushing attacks only get the damage adds. +13CF. <br /><br />They also worsen the odds breaking for a non-force weapon on a parry by 1.<br /><br />This can be increased to TL -2 for +1 CF, TL -1 for +4 CF, TL for +9 CF, or TL +1 for +19 CF. <br /> </p><p>Power weapons need a power source to function, usually power cells.<br /><br />A standard C cell will power a power weapon for TLp/divide by weapons weight in seconds. TLp is 75 at TL 10, 150 at TL 11, 225 at TL 12. <br /><br />A +1 power weapon halves this duration, a +2 one cuts it by a 1/3 , a +3 one cuts it by 1/5, and +4 one cuts it by 1/8th.<br /> </p><p>Legal class worsens by 1 to a max of LC 2.</p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre;">DR Steps</span></b></p>Find
your weapons base Armor Divisor (AD) on the below table and for each
step your modifiers adds, move down one step on the table. For example
if you have a base AD of 2 and have one step worth of AD modifiers you
will move down one step and your weapons now has a AD of 3. <br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Step AD</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: #3d85c6; color: #f3f3f3; font-family: "Times New Roman"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">0 1</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: #3d85c6; color: #f3f3f3; font-family: "Times New Roman"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">1 2</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">2 3</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: #3d85c6; color: #f3f3f3; font-family: "Times New Roman"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3 5</span></p><p> </p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com6tag:blogger.com,1999:blog-6054141897010475376.post-84926739093957511242023-05-09T13:18:00.011-05:002023-05-15T11:29:43.760-05:00Ultra-Tech Ultra Quickie: Experimental Melee Rules Part I: Updated Vibrobalde Rules<p>Update: Formatting issue fixed. I guess you just can't copy your text over from Google Docs and need to paste it in a simple editing tool like notepad first >.>. Like Google owns both Docs and Blogger.... you'd think they'd be integrated... but then again Google is utter trash trash. </p><p><b> </b><br /></p><p><b>Update 2 Electric Boogaloo: Fixed a typo. The cost factor for upgrading damage to TL -3 was wrong (have no idea why I had it at +3) and has been changed to the correct +9 CF. </b><br /></p><p><br /></p><p>Another quick one since the inspiration hit me out of nowhere. Here's a experimental reworking of the rules for Vibroblades found in <b><i>Ultra-Tech</i></b> p. 164 that cleans it up a bit and makes it more modular. If you like this I'll make other posts covering this stuff and update other options such as Super Fine and Hyper Dense and even add some new options. <br /></p><span style="font-family: 'Times New Roman';"><b><span style="font-size: medium;">Vibro/High Frequency Blade (TL 9)</span></b><br />Only available to weapons that do cutting, impaling, and or piercing damage (though optimized for cutting weapons). Vibro and High Frequency (or HF) technology are two means to reach the same end; to vibrate the blade at ultra high frequencies to better slice through objects. Vibro weapons use ultrasonic waves while HF weapons use high powered alternating current but otherwise their effects are identical (though HF tech has uses outside of just making blades effectively sharper). <br /><br />A downside is the vibrations make an audible humming sound when activated. Make a hearing based Per roll to detect. See below to figure out the base range that someone can hear the weapon but in most cases the sound level will be that of a normal conversation for detection purposes. <br /><br />To find out the exact range you can hear a vibro/HF weapon first find out its decibel rating.<br /><br />Decibels Rating equals 20 × LOG( weapon weight in pounds × TLm×Em × 10). TLm is 2 at TL 9, 1 at TL 10, 0.5 at TL 11 and 0.25 at TL 12. Em is 2 if you upgrade to TL -5, 3 at TL -4, 5 at TL -3, 8 at TL -2. <br /><br />Then take the Decibel Rating and look it up on the Hearing Distance table in High-Tech p. 158 or Loudness Levels in GURPS Powers: Enhanced Senses p. 21. <br /><br />Characters with Ultra-Hearing can detect a vibro/HF weapon at 10× its normal range. <br /><br />If your character wouldn't know what a vibro or HF blade is then a further IQ roll is needed to figure out why you hear a humming noise. On a failure you write it off as a ringing in your ear or something similar.<br /><br />If a character has either enhanced time sense or perception at 20+, they can simply see the weapon oscillate. <br /><br />For weapons that do cutting, impaling, or piercing damage, when the vibro/HF function is turned on they increase the weapons Armor Divisor by one step (to a max of 10) and only for cutting damage they add TL -6 points of damage adds. When turned off the weapon does its base damage. +9 CF.<br /><br />This can be increased to TL -5 for an additional +1 CF, TL -4 for +4 CF, TL -3 for +9 CF, or TL -2 for +19 CF.<br /><br />Vibro/High Frequency Blades need a power source to function, usually power cells.<br /><br />A standard C cell will power a Vibro/High Frequency Blade for TLp/divide by weapons weight in seconds. TLp is 37.5 at TL 9, 300 at TL 10, 600 at TL 11, 900 at TL 12. <br /><br />A +1 vibro/HF weapon halves this duration, a +2 one cuts it by a 1/3 , a +3 one cuts it by 1/5, and +4 one cuts it by 1/8th.<br /><br />Legal class worsens by 1 to a max of LC 2.<br /><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre;">DR Steps</span></b></p>Find your weapons base Armor Divisor (AD) on the below table and for each step your modifiers adds, move down one step on the table. For example if you have a base AD of 2 and have one step worth of AD modifiers you will move down one step and your weapons now has a AD of 3. <br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Step AD</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: #3d85c6; color: #f3f3f3; font-family: "Times New Roman"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">0 1</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: #3d85c6; color: #f3f3f3; font-family: "Times New Roman"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">1 2</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">2 3</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: #3d85c6; color: #f3f3f3; font-family: "Times New Roman"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3 5</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: #3d85c6; color: #f3f3f3; font-family: "Times New Roman"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4 10 </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: 'Times New Roman'; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com0tag:blogger.com,1999:blog-6054141897010475376.post-80727182851796328602023-04-29T15:47:00.000-05:002023-04-29T15:47:44.046-05:00GURPS Federal Agent, check this guys stuff out!<p> </p><p> Got a quick one for you guys since me next post is gonna take some work to finish<br /></p><p>So as some of you might know, I feel that in order for GURPS to get out of its current rut it needs more positive exposure over social media by cleaver and creative people. To which I've been trying my best to find and give exposure to people I feel can best spread the word.</p><p>Well I got another one for ya and holly crap, this is the kind of content we need!</p><p><a href="https://www.youtube.com/@gurpsfed">I give you GURPS Federal Agent!</a> Not only goes he understand how to make his videos appealing to a modern audience and is quite the Dank Lord of the Meme but they are entertaining as hell to boot. </p><p>So far he has two types of videos, short memey ones that he pumps out daily that are a good way to hook people into GURPS by showing clips of movies and shows and showing how GURPS can handle them. His other vids are longer full vids that go deep in the mechanisms of how GURPS works. Their main hook is how he uses AI voice generators to make it sound like characters such as <span>Robert Edwin House or Simon Belmont are narrating the videos increasing their appeal and a lot of work goes into the make sure the dialogue sounds in character. </span></p><p><span>I don't know what else to say but go check this guy out ASAP! <br /></span></p><p><span></span></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/VwzD_eMfreE" width="320" youtube-src-id="VwzD_eMfreE"></iframe></div><p></p><p><span><br /> <br /></span></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com9tag:blogger.com,1999:blog-6054141897010475376.post-85519846858692298082023-04-20T13:01:00.002-05:002023-10-01T21:52:23.297-05:00 Fictional Firepower: Seburo C-25A<p>Hey! Want to hear some The_Ryujin_LP deep lore that you might not know? <br /><br />Ready?<br /><br />This is gonna blow your mind!<br /><br />I ...kinda like cyberpunk. I know, I know. Who could tell, right? But all jokes aside, next to R. Talsorian's <b><i>Cyberpunk 2.0.2.0</i></b> and William Gibson's <b><i>Neuromancer</i></b>, it was the works of Masamune Shirow that grabbed me at a young age and never let go. While <i>Appleseed </i>will always be my favorite of his, there is no doubt that of all his works none if more well known and influential on popular culture then <b><i>Ghost in the Shell</i></b>. Hell, even before anime became a household term, there was a good chance someone you ran into was at lest aware of something by that name existed. <br /><br />And its from the cyberpunk world of <b><i>Ghost in the Shell</i></b> where I draw the inspiration for this post here, the Seburo C-25A (been a while since I dusted off this blog topic heh). This was the main weapon of Security Section 9 in the manga and was pretty much a not future P90 (I know, kinda redundant with how the thing looks) firing powerful, HV rounds capable of stopping even moderately armored cyborgs. <br /><br />While not as famous to the general audience as the CZN M22 from the movie (which actually fired the P90's 5.7×25mm round) or even the totally not just a FN F-2000 C-26A from Stand Alone Complex (which always struck me as a bit weird, the C-26A lost out to the 25A...); to me the C-25A will always be THE gun of<b><i> Ghost in the Shell</i></b>. After all, the other two wouldn't even be a thing without the C-25A to set the rules.<br /><br />Follow me after the jump is you wish to download the deets on this personal favorite of mine. <span></span></p><a name='more'></a> <p></p><p>Quick Note: Masamune Shirow went against the grain of many of his contemporaries in the 80's and didn't not see caseless ammo catching on (given quite the essay for his reasoning in <b><i>Appleseed: Hypernotes</i></b>, which has stood the test of time) so in any Shirow work the guns are going to be regular cased ammo. <br /><br /><b><i>Seburo C-25A, 6×25mmHVDP (Japan, 2025-)</i></b></p><div class="separator" style="clear: both; text-align: center;"><b><i><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEQu5--bBzoTEq-r3F2f8K9KYx3tDYr0mxR14ujZlaR2N0_2gueSFMlC94dq1VS7CTn0rUzWgd7_u7g0b1E_JX6Ho-JZt0xazh56sHOrNAIPvhYsrtkhHK6Iv6uDho3V0RLGUocmIowaY6l4WvS1aJ0F0gFnpevdygGW76jOAU5nA3jZrs3bhAElwG/s225/Untitled.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="183" data-original-width="225" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEQu5--bBzoTEq-r3F2f8K9KYx3tDYr0mxR14ujZlaR2N0_2gueSFMlC94dq1VS7CTn0rUzWgd7_u7g0b1E_JX6Ho-JZt0xazh56sHOrNAIPvhYsrtkhHK6Iv6uDho3V0RLGUocmIowaY6l4WvS1aJ0F0gFnpevdygGW76jOAU5nA3jZrs3bhAElwG/s1600/Untitled.jpg" width="225" /></a></i></b></div>Introduced in 2025, the C-25A was designed by Seburo (a subsidiary of Poseidon Global Industrial Technologies) to be a lightweight and compact PDW that could give SWAT, SPEC-OPs, and security forces the means to stop medium body armor and cyborgs. The C-25A was built around a High-Velocity, Dense Penetrator concept (HVDP). This used a bulk-amorphous tungsten cored 6mm round fired by high explosives based High-Velocity propellant capable of punching though and impressive 12mm of RHA equivalent. This made if one of the first firearms to be built around firing HV ammo and featured a robust barrel allowing it sustain dumping 6 entire magazines of HV rounds before overheating. <br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ4m6KOHwWr4iMwu6pAtit8Dek1lCYqNRHW5YaaB_rfcyxfTRPJIWC8QPu59KCX83zoI44GwyRENsjjG0wRHKr-xTkz3ub-5wcuavEF526Iim-K2Mglikh5njD_rM5z3P88ap3YcmHR-eMHurXO9kNOmJ7mgyr_qCBOw-zSughPz16Bob1zlcG-0X3/s192/Screenshot%202023-04-20%20124313.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="158" data-original-width="192" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ4m6KOHwWr4iMwu6pAtit8Dek1lCYqNRHW5YaaB_rfcyxfTRPJIWC8QPu59KCX83zoI44GwyRENsjjG0wRHKr-xTkz3ub-5wcuavEF526Iim-K2Mglikh5njD_rM5z3P88ap3YcmHR-eMHurXO9kNOmJ7mgyr_qCBOw-zSughPz16Bob1zlcG-0X3/s1600/Screenshot%202023-04-20%20124313.png" width="192" /></a></div><br />The C-25A comes 4× day and night vision optic (see Electro-Optical Surveillance Camera, <b><i>Ultra-Tech</i></b> p. 60) and a integrated brass catcher (0.5 lbs). The optic is normally mounted near the front of the gun but when the brass catcher is attached it can be placed on top of it.<br /><br />The follow year Seburo introduced the the sleek C-26A which was a modified C-25A reworked based on feed back. The differences are minor enough to use the same stats and which is better is manor of preference though in the end the 25A held better sales. <br /><br />Besides 6×25mm HVDP (in table), the C-25A and C-26A can also use 6×25mm HVHESH (Dmg4d+1 (0.5) pi- with 1d-1 cr ex linked; see HESH, <b><i>High-Tech</i></b> p. 170) and the cheaper 6×25mm HV (Dmg 4d+1 pi-). <br /><br /><i>GUNS (SMG) (DX-4 or most other Guns at -2)</i><br /><span style="font-size: x-small;"><i><b>TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes</b></i><br /><span style="background-color: #134f5c; color: #f3f3f3;">9 Seburo C-25A, 5d (2) pi- 4 320/3,400 5.6/1 15 50+1 (3) 8† -3 2 $2,300/$35 2</span><br /> 6×25mm HVDP<br /></span><br /><b> </b><p></p><p><b> </b></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE8b8-S6ULhREzqTRhXvBmaqianfPh7sr9vWpXDsnoBET0eV640HsEWt9rs7BYl7Y45pIgYl0QGiv4RzA9NLpEHZLOSUTEkoiecYtWh8_cVV69CWmRyd8iSP3kgOYvrV4LaGekhoBlTGALyi7JI9CpyyJ0aeHG-aJvSttV9pD6RYyBKDi-omN-gIFL/s847/Screenshot%202023-04-20%20124234.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="378" data-original-width="847" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE8b8-S6ULhREzqTRhXvBmaqianfPh7sr9vWpXDsnoBET0eV640HsEWt9rs7BYl7Y45pIgYl0QGiv4RzA9NLpEHZLOSUTEkoiecYtWh8_cVV69CWmRyd8iSP3kgOYvrV4LaGekhoBlTGALyi7JI9CpyyJ0aeHG-aJvSttV9pD6RYyBKDi-omN-gIFL/w400-h179/Screenshot%202023-04-20%20124234.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The one on top is the C-26A<br /></td></tr></tbody></table><b><br /></b><p></p><p><b> </b></p><p><b>Seburo C-27A, 6×25mmHVDP (Japan, 2025-)</b></p><div class="separator" style="clear: both; text-align: center;"><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipwJYdytvsmtgMtI6lGNCrFc88j-ACzjFJYsr5tGfIyj7Noo13LP4bX3wbMLoq3_-CKFfRbR36QeZoJzFHZ7Opklq9TlBSBZVeH8Ou3po4yxR4TdoJSVSDpjdW7gw_oTDLbkwIsbrSLF0k-GFTvh7C95ddkScl2JXgBRFC9BU8DTfmGMAd_jwxJ-Z9/s359/Ghost_in_the_Shell_Seburo_C-27A.webp" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="184" data-original-width="359" height="164" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipwJYdytvsmtgMtI6lGNCrFc88j-ACzjFJYsr5tGfIyj7Noo13LP4bX3wbMLoq3_-CKFfRbR36QeZoJzFHZ7Opklq9TlBSBZVeH8Ou3po4yxR4TdoJSVSDpjdW7gw_oTDLbkwIsbrSLF0k-GFTvh7C95ddkScl2JXgBRFC9BU8DTfmGMAd_jwxJ-Z9/s320/Ghost_in_the_Shell_Seburo_C-27A.webp" width="320" /></a></b></div><p>The C-27A was the true follow up to the C-25A and did it's best to maintain the look of the original to help sales after the lukewarm sales performance of the 26A model. Design wise, it looks like a full carbine sized C-25A with a blocky barrel extender/sound baffler attached to the front. This extended barrel length offered by the baffler increased the penetration of the 6×25mmHVDP to almost a full 13mm of RHA equivalent while giving a -6 to hear shots fired by it; though the primary reason for the baffler was to muzzle in the deafening sound of its report in enclosed spaces. The baffler can be removed, this drops perforce of the gun's rounds to the same level as the 25A and lessens weight by 1 lbs. and betters bulk to -3. The 27A has the same detachable optic and brass catcher as the 25/26A. <br /><br />Besides 6×25mm HVDP (in table), the C-27A can also use 6×25mm HVHESH (Dmg 4d+2 (0.5) pi- with 1d-1 cr ex linked; see HESH, <b><i>High-Tech</i></b> p. 170) and the cheaper 6×25mm HV (Dmg 4d+2 pi-).<br /><br />Another new feature is a mount for a single shot, break action CG-27A 20mm underbarrel grenade launcher in front of the trigger guard. Besides HESH (in table), the CG-27A can also fire HE (Dmg 3d+2 [1d] cr ex), HEDP (Dmg 12d+2 (10) cr inc with linked 3d_2 [1d] cr ex), and beanbag rounds (Dmg 1d-1 (0.2) cr dkb, Acc 1, Range 50/300). The 27A is also available without the grenade launcher and its mounting point, this drops LC to 2 and removes $150 from the cost. <br /><br />Note: The English translation for<b><i> Ghost in the Shell 1.5: Human Interface Error</i></b> has some odd errors regarding the technical information regarding, for example saying it holds 6 25mm HESH grenades. This is not is not only a mistranslation, but also not physically possible! Noticed that 6 25mm looks a lot like 6×25mm, the original notes were saying it was loaded with 6×25mm HESH rounds. They made no mention of what the grenade launcher was loaded with or even what caliber it was. 25mm seems to large given the size of the gun so I went with 20mm though even that might be a little to big (honestly it looks more shotgun sized making it line with a pulse rifle but to keep things simple I went for 20mm since it's that much of a stretch). <br /><br /><i>GUNS (SMG) (DX-4 or most other Guns at -2)</i><br /><span style="font-size: x-small;"><b><i>TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes</i></b><br /><span style="background-color: #134f5c; color: #f3f3f3;">9 Seburo C-27A, 5d+1(2) pi- 4 340/3,0 6 7.2/1 15 50+1 (3) 8† -4 2 $3,300/$35 1</span><br /> 6×25mm HVDP <br /><span style="background-color: #134f5c; color: #f3f3f3;">9 Seburo CG-27A, 3d (0.5) cr 2 360/2,200 0.6/0.11 1 1 - - 3 -</span><br /> 20mmPC HESH <br /> <i> <span style="background-color: #134f5c; color: #f3f3f3;">linked </span></i><span style="background-color: #134f5c; color: #f3f3f3;">3d+2 cr ex</span></span><br /><br /><b><i>Ammo Table</i></b><br /><i>Name WPS CPS Notes</i><br /><span style="background-color: #134f5c; color: #f3f3f3;">6×25mm HV 0.015 $0.75</span><br />6×25mm HVDP 0.015 $2.25<br /><span style="background-color: #134f5c; color: #f3f3f3;">6×25mm HVHESH 0.015 $2.25 </span><br /><br /><i>Name WPS CPS Notes</i><br /><span style="background-color: #134f5c; color: #f3f3f3;">20mm PC HESH 0.11 $6.60</span><br />20mm PC HE 0.11 $4.40<br /><span style="background-color: #134f5c; color: #f3f3f3;">20MM PC HEDP 0.11 $8.80</span><br />20mm PC Beanbag 0.11 $6.60</p><p> </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsztQuiZ8bY5Ian_IBnJVl2YCzN3rlfwL6jvKxRrIjZ0YLH3IhmLny7AwolZ7T5Uqaf4tIo3m33EMtMK4s49UtCdk8dJvwmjE_J3chPc1dnEFSApO3Erp8huBV9C0k9oRLKfPf_Sy_imajJCYkybZ8EXp1vZANdBvf-i7GvtgS5D73aHbmqbRQmYz_/s738/Screenshot%202023-04-20%20124349.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="738" data-original-width="268" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsztQuiZ8bY5Ian_IBnJVl2YCzN3rlfwL6jvKxRrIjZ0YLH3IhmLny7AwolZ7T5Uqaf4tIo3m33EMtMK4s49UtCdk8dJvwmjE_J3chPc1dnEFSApO3Erp8huBV9C0k9oRLKfPf_Sy_imajJCYkybZ8EXp1vZANdBvf-i7GvtgS5D73aHbmqbRQmYz_/w145-h400/Screenshot%202023-04-20%20124349.png" width="145" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">My first wifu. <br /></td></tr></tbody></table><p></p><p></p><p></p><p><span style="color: #f3f3f3; font-size: xx-small;">Have you ever wondered if I go back into my old posts and add random stuff just for the fun of it 0_0</span><br /> </p><p></p><p></p><p><br /></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com2tag:blogger.com,1999:blog-6054141897010475376.post-37734219728108696822023-04-04T13:14:00.004-05:002023-04-04T13:14:39.180-05:00Ultra-Tech Ultra Quicky: Turbo Beam Cooling<span style="font-family: times;">Got a real quick one for you that I found while searching for my Microwave Weapon rules. Nothing too crazy but I think you guys will get some mileage out of it. </span><br />
<br />
<span style="font-family: times;"><b><i><span style="font-size: medium;">Turbo-Cooling (TL9)</span></i></b><br />
By increasing the rate the energy weapons cooling system runs at you can safely double the weapons rate of fire or double how long you can maintain it's normal ROF. The down side is that this increases the cost of the cooling system and also increases the amount of vibration that they cause, far more then the normal dampening systems can handle. This introduces an increased level of jitter which in turn decreases the weapons beam quality by half, divide range by 4 and multiply Acc by 2/3rds. Turbo-cooling systems can be switched off with a ready action which lets them run as normal cooling systems. Not available for gatling weapons which use a similar system and plasma weapons. Double weapon cost. </span>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com0tag:blogger.com,1999:blog-6054141897010475376.post-25159803798091212682023-04-04T11:35:00.001-05:002023-04-04T19:28:37.033-05:00Ultra-Tech Firepower: MAD about Disruptors<p> </p><p dir="ltr" id="docs-internal-guid-113b79d1-7fff-c5ad-0977-0087b3d1a83e" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieKbAzp42iAaoEcY-L3N_q3ylPC7sxVlSlKlhTTQFao3R0pWBVkCFIdh4VVcPU_eKc3vkrvVlnEgG8L3bj0zRobwxU9jNfEtQ6bdl7IEchhI2-S-Zi0pYzU_fTMtCJ1V07ejhDVX1EdPw7HL2VXYh34ails9Ksf8Kx7iXGZOPNTpTuuOeegdnH002N/s4096/CDXQua8WEAAoYkV.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2731" data-original-width="4096" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieKbAzp42iAaoEcY-L3N_q3ylPC7sxVlSlKlhTTQFao3R0pWBVkCFIdh4VVcPU_eKc3vkrvVlnEgG8L3bj0zRobwxU9jNfEtQ6bdl7IEchhI2-S-Zi0pYzU_fTMtCJ1V07ejhDVX1EdPw7HL2VXYh34ails9Ksf8Kx7iXGZOPNTpTuuOeegdnH002N/w400-h266/CDXQua8WEAAoYkV.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Slaps engine, "You can get so many war crimes per gallon with this!"<br /></td></tr></tbody></table><p></p><div style="text-align: right;"></div><b><i><span style="background-color: transparent; color: black; font-family: times; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: medium;"> </span></span></i></b><p></p><p dir="ltr" id="docs-internal-guid-113b79d1-7fff-c5ad-0977-0087b3d1a83e" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: medium;"> </span></span></i></b></p><p dir="ltr" id="docs-internal-guid-113b79d1-7fff-c5ad-0977-0087b3d1a83e" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: medium;">Microwave Weapons (TL 9)</span></span></i></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">If I would have to take a guess at what the most obscure weapon type in <b><i>Ultra-Tech</i></b> is, it would have to be the <br />ones that this post is about. <b><i>Ultra-Tech</i></b> came out around the time microwave area denial weapons (AKA MADs, now called Active Denial Systems in an attempt to be in denial about their bad public image) started to be tested in real world scenarios so it’s no mystery why they end up in it. Of course these days this kind of weapon and all the (justified) controversy is far outside of the public's goldfish like memory. So it makes sense that such a niche weapon is kinda looked over… well that and they’re only real useful against civilian targets so there's that.. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Heck, the only reason I’m making this post is because my boi<a href="https://www.youtube.com/watch?v=yavE5CVuVpU"> Enraged Eggplant dropped a video</a> covering this weapon class and it made me remember that I had a write up for this that’s been collecting digital dust for almost 2 years. If I remember correctly, I got asked by someone on discord on how I would stat them up with the Blaster and Laser Design system. I then church some numbers, figured out a way to get close enough and sent a reply. I then figured I might as well make a blog post out of the work and theeennnn… ummm… I just kinda forgot about it. Probably just lost interest and something more fun to write about came about… or I fell into overtime hell. One of those two probably happened. I think… My memory is really hazy over this. </span></p><span style="font-family: times;"><br /><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">But anywho, you're not here for my looming meta crisis over my failing memory. No! It's how to learn how to stat weird weapons for your pretend pew-pewing! </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The rules for microwave weapons can be found starting on page 120 of Ultra-Tech with a good breakdown in the video I linked to above from Enraged Eggplant. There are two types of microwave weapons, MADs and microwave disruptors. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">MADs uses microwaves to trigger a pain response and are (in theory) a good way to break up crowds without causing actual injury. Microwaves disruptors generate a directional emp and are basically MAD for electronics. Both weapons use a HT based affliction and project a very wide area beam which uses the rules for cones. For MAD, if the HT roll to resist is failed, the victim suffers from the Agony affliction (p. B413) for as long as they are in the beam's area and for one second after leaving. For disruptors, a failed roll means that the device is shutdown for an amount of minutes equal to its margin of failure. Ultra-Tech mentions the fact that a MAD heats the skin to about 130º F which triggers the pain response. In his video Eggplant wonders how this interacts with temperature tolerance which is a fair question. In all reality it wouldn't matter any more vs MAD then it would vs a laser beam. Natural DR vs burn damage however would work as normal. Remember that </span><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">temperature tolerance protects about gradual heat changes, air and even water doesn't transmit the heat quick enough compared to an energy weapon, even a fairly non lethal one like a microwave beam. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Since neither weapon has any kind of armor divisor, both of them are only really good against civilian targets or low grade electronics as they are stopped easily by modest armor (so long as the whole body/device is covered as they use the large area injury rules). If you’re ok with a little super science I’d recommend adding at least a 2 (AD) to make them more effective against targets that aren’t defenseless civies or… angry rombas. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Now lets get into how to stat these things. As with my other entrees into this, you are going to need a copy of Pyramid 3/37 and I'm only going to cover the parts of the system that needs to be adjusted. My numbers here are going to differ a little from RAW since there’s some oddness with how they’re stated compared to other weapons but that's kinda par the course. Most weapon stats were educated guess after all. </span></p><span style="font-family: times;"><br /><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: medium;">Tech Level</span></span></i></b><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Microwaves weapons are mature by TL 9. Technically they were both developed in late TL 8 but is gonna be a </span></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYq-oEVL6n9ldN4OR7E8IFA4yshCpkSD5SQNL4Box2RCrc2QSYsgzD1OirU8f0maoxN6EbmSQFtZchhCX026RQCJ_bxXJtTu3KVsf7imQ3l6O3eMiCg79sO9QgWJ0s2zM9OiwuiaKiZCGn-9xrwyDZ29tP1Sq-f5ewz-WlAU1XDXd_b8b0PLfvE4iE/s2710/nonlethal-weaponry.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2710" data-original-width="1800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYq-oEVL6n9ldN4OR7E8IFA4yshCpkSD5SQNL4Box2RCrc2QSYsgzD1OirU8f0maoxN6EbmSQFtZchhCX026RQCJ_bxXJtTu3KVsf7imQ3l6O3eMiCg79sO9QgWJ0s2zM9OiwuiaKiZCGn-9xrwyDZ29tP1Sq-f5ewz-WlAU1XDXd_b8b0PLfvE4iE/s320/nonlethal-weaponry.jpg" width="213" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Oh hey, it's the semi-portable MAD<br /></td></tr></tbody></table><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br />bit less refined, quadruple weight. Half weight at TL 10 and half it again at TL 11+. </span><p></p><p><span style="font-family: times;"></span></p><p><span style="font-family: times;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><span style="background-color: transparent; color: black; font-family: times; font-size: medium; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><i>Beam</i></span></b></p><span style="font-family: times;"><span style="font-size: small;">Both types of weapons fire high powered breams of microwaves. MADs operate at around 100 <br />gigahertz and can penetrate up to 17mm into the skin of an average person. There it heats the water and fat which tricks the nerves into thinking you're being burned worse then you actually are causing severe levels of pain. Microwave disruptors pulse their frequency between 1 megahertz and a 100 gigahertz causing arching across conductive material shorting out electronics. They both cause HT based afflictions with no armor divisor. The only difference between them is MAD only effects living targets and distruptors only effect electronics. For more details, see <i>Microwave Weapons</i> in <b><i>Ultra-Tech</i></b> (p. 120 - 121) </span><br /></span><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-size: medium; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Focal Array</span></i></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Treat as normal, a larger or smaller emitter will increase or decrease range like a laser. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-size: medium; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Generator </span></i></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Microwave weapons are always single shot. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-size: medium; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Empty Weight</span></i></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><i>D </i>is the weapons HT modifier.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><i>E </i>is 1.1 for MAD (yeah… I know), 3 for Disrupters.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><i>G </i>is always 1. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Since these weapons project a beam they add a new modifier called <i>Bw</i>.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><i>Bw </i>is the cube root of the cones maximum width in yards. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Optionally to line things up better with Ultra-Techs stats, weapons with the pistol configuration multiply their weight by 1.25 while ones with a rifle configuration multiply their weight by 1.5.</span></p><span style="font-family: times;"><br /><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-size: medium; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Damage </span></i></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">These weapons weapon cause a HT based affliction with a minimum modifier of -1 and has no armor divisor. Treat the HT modifier as if there were dice of damage, -3 would be treated as 3 dice of damage for example.</span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-size: medium; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Accuracy</span></i></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Treat as if it were a laser. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-size: medium; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Range</span></i></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Max Range (yards) = 1/2D × 2.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><i>Rb </i>is 45. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-size: medium; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Shots</span></i></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Here is where things get kinda weird for MADs. Somehow the Tactical MAD with a HT-4 affliction gets more shots then HT-3 portable one despite both being powered by a D cell… Never mind I have no idea what’s going on with the scaling between these weapons even if I were to assume there was any attempt to do so on top of this. There just isn’t anything here for me to work with. </span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Thankfully disruptors make far more sense and have a scaling that actually follows close to lasers in the design system (a TL 9 disruptor with a TL 9 power cell will get as many shots as a TL 9 laser with a TL 10 power cell). Soooo we’re just gonna kinda cheat and use the same numbers for both MADs and disruptors and save myself a few headaches. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><b><i><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Weapon TL8 Cell TL9 Cell TL10 Cell TL11 Cell TL12 Cell</span></i></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: #01ffff; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">TL8 MAD/Disruptor 112 450 1,800 7,200 28,800</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">TL9 MAD/Disruptor 225 900 3,600 14,400 57,600</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: #01ffff; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">T10+ MAD/Disruptor 900 1,800 7,200 28,800 115,200</span></p><span style="font-family: times;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Note that TL 8 version are usually going to be externally powered as they are going generally going to be to massive to handle and the shots here assume a theoretical early generation power cell. TL 8 batteries are also going to be to under powered to be a practical power source. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: times; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">And everything from here follows the normal rules. So here we are, one of the more obscure and really niche weapons (baring some bending of the rules) that, for MAD at least, have some real world baggage. But it never hurts to have more toys to play with and heck, they do make sense in a dystopian cyberpunk mega 15 minute cities police force. </span></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com2tag:blogger.com,1999:blog-6054141897010475376.post-51673369089124475242022-11-28T19:14:00.000-06:002022-11-28T19:14:43.759-06:00 High-Tech/Ultra-Tech Ultra Quickie: Have a seat while I blow you off your feet. <p><b><span style="font-size: medium;">Blast Resistant Seating</span></b></p><p>Blast effects from mines, IED (Improvised Explosive Device, i.e. home made boom-booms) and near hits from artillery rounds have been found to have a much greater effect the people inside a vehicle even if the blast fails to penetrate the vehicles armor then GURPS assumes. </p><p></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKRp_VMHhJ_nw2VqVpEaTGqwfS3OkzIhzKD86yAIqrUI549e3QVALSCfaRb9WcyCCT0opOLlT2pWXmN2DShyzKeEXm0dTX6osQeUcJCQySmW-bYCd3lTIbcDF8k1WA2okftJqvJyS0Tdge7iMkMbfSsnwTMO4-jfhH03zPGYlWAbFT_xijv2oUvulO/s1200/FPCougar.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="882" data-original-width="1200" height="235" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKRp_VMHhJ_nw2VqVpEaTGqwfS3OkzIhzKD86yAIqrUI549e3QVALSCfaRb9WcyCCT0opOLlT2pWXmN2DShyzKeEXm0dTX6osQeUcJCQySmW-bYCd3lTIbcDF8k1WA2okftJqvJyS0Tdge7iMkMbfSsnwTMO4-jfhH03zPGYlWAbFT_xijv2oUvulO/s320/FPCougar.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Well, they're having a blast.<br /></td></tr></tbody></table>This is largely because advancements in blast protection has lead to situations where a vehicle survives where it would of been blown to scrap in the past leading to the crew being killed anyways. So now we're finding that even if the blast can be mitigated enough to prevent complete destruction of the vehicles, the shock waves can still be transmitted through the hull into the spine of the poor crew doing nasty, nasty, neurological damage. <p></p><p>So if you're ok with some extra crunch and want more gritty realism, use the following rule:</p><p> </p><p><i><b>Blast Damage Through Armor</b></i></p><p>If a blast fails to penetrate a vehicles DR, use the rules for HESH rounds found on <i><b>GURPS High-Tech </b></i>pg. 170 but change the cutting damage to crushing. If using the <i><b>Lasting and Permanent Injury</b></i> rules from <i><b>GURPS Martial Arts</b></i> pg. 138 (and if you're going gritty you should be heh!) use the Skull Wounds Table. </p><p>So there you go, another way for you, the GM, to make your party dead, dead, dead!</p><p>...</p><p>Oh right... wait... <i>*slaps forehead*</i> We're trying NOT to kill our PC's.... what was a I thinking?! </p><p>Thankfully after they figured out that concussive blast were turning our troops brains into scrambled eggs they quickly figured things out. If you isolate the chairs they're sitting on from the hull by putting them on a shock absorber style damping system you can can reduce the G forces being exerted on the crew member by a factor greater then 10, turning an impulse that would crush internal organs and slam your brain into the top of your skull into something that might break some ribs and bruise you badly instead. Still sucks buuuut given the alternative I know which I would choose. <br /></p><p><br /></p><p>Soooo, you might be wondering, how good are these things? Take a good look at the photo below.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMfMY03vFelRXDgnMbXUrEzrWolzZoCSsbUHBTYu7AhnZWuGAW9lmiuU3NKyZdBvyYGqvm9brv0ATCcNTBLAylofjUbLc4zXgN9Qx8DbQe5_NKcww1l19pTRm08EyQCnfcBpEpySG220i7QRIys7eCTARZx9wAXaHZmbTGnwsLprdFHDqSw-NnC15y/s960/aexxvi9t5f151.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="960" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMfMY03vFelRXDgnMbXUrEzrWolzZoCSsbUHBTYu7AhnZWuGAW9lmiuU3NKyZdBvyYGqvm9brv0ATCcNTBLAylofjUbLc4zXgN9Qx8DbQe5_NKcww1l19pTRm08EyQCnfcBpEpySG220i7QRIys7eCTARZx9wAXaHZmbTGnwsLprdFHDqSw-NnC15y/w400-h300/aexxvi9t5f151.webp" width="400" /></a></div><br /><p>This Styker flipped over and rolled several times after it got hit and an IED. Despite the level of damage you see, no one was killed or even severely injured. So pretty damn good it seems. </p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4KOmEbdSDUNbxC53VgaEgGBxvCEFzapNzX5JujMSBbr6G4l98Yr8MoCw0wiaa28fNQfAZ472AiihwwSbfX0fCt9ApimZJIdWbzhI-VIpTF3RSDlQTMud3KD26Qp2JtO3fnD4pCYkjz-S3RyW9a5RQrqhUud12aSjMVdvRGCCcFOvQPLKzXY3UOEDa/s2048/MPS_039_TroopCollage_01-2-1-1-2048x1292.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1292" data-original-width="2048" height="202" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4KOmEbdSDUNbxC53VgaEgGBxvCEFzapNzX5JujMSBbr6G4l98Yr8MoCw0wiaa28fNQfAZ472AiihwwSbfX0fCt9ApimZJIdWbzhI-VIpTF3RSDlQTMud3KD26Qp2JtO3fnD4pCYkjz-S3RyW9a5RQrqhUud12aSjMVdvRGCCcFOvQPLKzXY3UOEDa/s320/MPS_039_TroopCollage_01-2-1-1-2048x1292.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Mobius Protective Systems Advanced Protection System<br /></td></tr></tbody></table><br /><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p>So as a counter to the Blast Damage through Armor rules, might want to equip your combat vehicles with some of these things. So here's the rules.<br /></p><p><i><span style="font-size: medium;"><b>Blast Resistant Seating </b></span><br /></i></p><p><i>Blast Resistant Seat (TL 8)</i>. These seats isolate the person sitting in them from the frame of the vehicle they are in and uses shock absorber like dampeners to help dissipate the energy from shock waves and impacts. Provides DR 15 vs collision damage (see <i><b>Whiplash and Collisions Basic</b></i>,
pg. 432) and shocks damage from none penetrating blast damage. Increase DR to 20 at TL 9, 30 at TL 10, and TL 50 at TL 11+. $1,500, 44 lbs. </p><p>If you are adding the seats to an already stated vehicle such as a TL 8 Humvee (<i><b>GURPS High-Tech</b></i> pg. 242) or a TL 9 Wheeled ATV (<i><b>GURPS Ultra-Tech</b></i> pg. 225), add +24 lbs and +$1,300 per seat to the vehicles states. This will come out it's normal payload limits. <br /></p><p><br /></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com0tag:blogger.com,1999:blog-6054141897010475376.post-41730975832619367842022-05-31T00:43:00.005-05:002022-05-31T00:43:45.583-05:00Ultra-Tech Firepower: Ramblings on Ultra-Tech Missile and How to Make them I Guess<p>Hey everyone! <br /><br />Guess what?! <br /><br />It's that time once again! Time for your favorite crunchmeister to beat upon my favorite dead ultra-horse! This time trying my hardest to wack out the wonkieness behind how Ultra-Tech designed its missiles! <br /><br />Yay!<span></span></p><a name='more'></a> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiyWUgqm23ZCLj0MZuzg_PxIQkMa7xeC-fOqABVl7UP_WUljkMt_q7Qy54KgHFpHof0Iatawwc_bwTe2IDN8mObtnnSNC0JIsJfO8kxJl7RAAF42Ab4HgNw_IfkNrrczzvO2d9KPciBffjpcDSL9oPLTg2F1ymF_AxTdw4fGM2Onv1l4VDwDRX3hzxy" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="" data-original-height="720" data-original-width="1280" height="225" src="https://blogger.googleusercontent.com/img/a/AVvXsEiyWUgqm23ZCLj0MZuzg_PxIQkMa7xeC-fOqABVl7UP_WUljkMt_q7Qy54KgHFpHof0Iatawwc_bwTe2IDN8mObtnnSNC0JIsJfO8kxJl7RAAF42Ab4HgNw_IfkNrrczzvO2d9KPciBffjpcDSL9oPLTg2F1ymF_AxTdw4fGM2Onv1l4VDwDRX3hzxy=w400-h225" width="400" /></a></div><p> </p><p>One subject I've been meaning to dive into was expanding options on <i><b>Ultra-Tech</b></i> missiles. The book its self only offers a scant 2 proper missiles, only one size of gyroc, and a weird homing bullet option that is honestly kinda janky (I mean, there's not a lot of guns in the book. Would it of hurt them to add a single line to each entry that listed it's stats if turned into homing bullets with a increase by X at TL 9, by Y at TL10 and so on). That's not a lot of rocket flavored meat to sink your collateral damage loving fangs into. <br /><br />So what held me up? <br /><br />Well. Do you really even need to ask? <br /><br />That patented flavor of <i><b>Ultra-Tech</b></i> kludge rears it's oddly edited head once more. <br /><br />You know the drill by now. For the most part I try to keep my numbers in line with RAW and so on and so forth but then published stats start to contradict themselves and I have to wack my head against the proverbial wall (and given what I do for a living... I must, like, feed off of an unhealthy mix of pure stress and forcing my brain to unravel logic defying puzzles... I.. I think I need help >.>) until enough neurons are jarred into the right quantum state that the answer finally dawns on me. <br /><br />And when it comes to the published missiles, not one of them seemed to follow the same rules. <br /><br />Or so I thought. I mean... it's not like this is that much of a mystery... no much point of posting this blog post if I didn't... I mean I could of written this to trick you into thinking I figure this out and then at the last second be like, "Oh man, fooled you! You thought I had something cool to say but I just wasted your time instead. You're such a fart head for falling for it.", buuuuuuut... I'm to lazy for that and I like having people who... keep reading this blog...<br /><br />Ah-hem.... sorry... I might be losing my mind a bit here.... carrying on....<br /><br />The first issue was figuring out if there was in fact any logic behind the numbers and not just an ass pull. My first thought was that maybe David used an early version of the <i><b>GURPS Spaceships</b></i> system to design them and came up with nothing. Then I gave building them as vehicles a try. Not even close. Then it dawned on me. Since a lot of<i><b> Ultra-Tech</b></i> is based on <i><b>Transhuman Space maybe</b></i>, just maybe, he used the Launcher, Torpedo, and Missile Design system found on <i><b>GURPS Vehicles</b></i> pg. 113 since he used it to stat the OG 15mm and 30mm gyrocs found in that setting (I'll cover how he did that in a bit). <br /> <br />Going with that idea I took the TL 9 version of the 64mm missile from <i><b>Ultra-Tech</b></i> pg. 146. It weighs 2lbs, has a 0.5lb warhead (<a href="http://gurb3d6.blogspot.com/2017/03/warheads-r-us.html">see this post on how this was figured</a>), has a speed of 500 yards/seconds and a max range of 4,000 yards (meaning an 8 second endurance). Running this though the Launcher, Torpedo, and Missile Design system we have a motor weight of 1.5lbs which gives us an E of 0.15, its speed gives a V of 20.25, and under 3rd edition a TL 9 rocket would have an T of 240 and this gives us an endurance of (1.5/2) × 0.15 × (240/20.25) or 1.3 seconds which gives a range of.... 650 yards. Well nuts. So much for that I thought but then something just clicked in my head. I thought, what if David changed the numbers for the Tech Level variable and my mind just clicked an a nice round number of 1,500. It even works within the normal <i><b>GURPS </b></i>logarithmic progression! Like honestly, that was it, it popped into my head like poof! So I plugged the numbers in again but this time with a T of 1,500 and got am 8.3 which rounds down to a nice and neat 8 seconds which in turn gives us a range of 4,000 yards.<br /><br /> I had figured it out!<br /><br /> Oh, if only it was that easy....<br /><br />Next I had to try it out on the 100mm version. Now I always found this missile to be oddly heavy for it's performance compared what a dinky lil' 2lbs missile was able to do. At that weight the 64mm missile has insanely good performance (an issue that I will also be covering later) but while the 100mm missile has better speed and range, it's performance relative to it's weight felt off. And in fact when I tried out my modification of the design system on this one.... it ended up giving the missile over 4 times the range. It would take a T of 350 to have the stats line up at 25lbs and that's kinda bad. While it's better then the figure given in Vehicles, there are already missile with similar performance in the real world. So I figured I was wrong. Maybe their stats were completely arbitrary and the fact thing work that well for the 64mm missile was just a fluke. I was about the hand in the towel and give up when something odd caught my eye. In the info blurb explaining the 100mm Tactical Missile Launcher listed the cost of the missile as being $400 dollars. Wait... that's only 4 times the cost of it's little brother... Even it's blackblast was only twice as much (or the square root of 4). This would imply a 8lbs missile... which is what a scaled up version of the 64mm one would weigh. I then flashed back to when I was figuring out the weight of the warheads in <i><b>Ultra-Tech</b></i> I remember that the Striker Missile (<i><b>Ultra-Tech</b></i> pg. 168), the genius version of the 100mm missile, only had a ST/HP of 6 which is what a 8lbs weapon would have. Hold up.... was the 25lbs listed a typo? Was it really supposed to be only 8lbs? I had to give it a shot! I plugged in the numbers for an 8lb version of the missile, a motor weight of 6lbs, a V of 144 and a T of 1,500 which gives us an endurance of 4.7 seconds which would be rounded off to 5 seconds which gives us the listed range of 10,000 yards. Well, would you look at that. Looks like I cracked the code after all!<br /><br />So with the two missile out of the way it was time to see if this same logic would work on the 15mm gyroc rounds annnd spoiler alert.... while it does kinda work... I really do think the numbers used here were in fact just an ass pull to better line up with the real world gyrojet (see <i><b>High-Tech</b></i> pg. 99) rather then the hypersonic but short range micro-missile from <i><b>Transhuman Space</b></i> that inspired it.<br /><br />Of course that being said, you're probably wondering about how I was able to check if the 15mm gyroc round fell in line with my assumption. After all we don't have a speed to work with. Well lets go over how it was stated in <i><b>Transhuman Space</b></i>, which was using the very same Launcher, Torpedo, and Missile Design system. To better help authors write for the setting, <i><b>Transhuman Space</b></i> had a Technical Appendix that explained the assumptions of the setting and how they interact with <b><i>GURPS Vehicles</i></b>. In that they were treated as being TL 9 and had a speed of 650 which gave a duration of 0.78 which translated in a range of 507 yards which was rounded down to a neater 500 yards. So what happens if you beef them up to 4th edition standards with that T of 1,500? Well...it doesn't work, you get a range of almost 3,200 yards. But, here's the thing. You don't want the gyroc round to char the flesh from your hand or melt your gun so you're gonna want to use or slower burning, lower pressure propellant. However since the it's going to take longer to reach top speed you're going to lose some range. So on a whim I tried a T of only 1,000 to represent a lower pressure propellant and got a range of 1,950. Pretty close buuuut I think this one was more dumb luck then anything. But it does at lest gives us a way of stating up more variants that at lest will sort of fit. That's a win when it comes to tackling the crazed beast that is <i><b>Ultra-Tech</b></i>. <br /><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhN4zSAJ-j0rzL-33Z36Z_5vS3cvJ-T6SNNNMK70vD5lOc8rz2maKWJRL4wQNxK2wcSjFGJSsRIGSdwZ-yK0SyLynwdrIYNOO-tEHB_euV2ILmgnBMHdKHKUkjA_21ryC6c-fh8iNLarn4Kyc1UU6PsdEwyYKT6X7aaIR_sJsLDqiWOtFu9GURlZUbC" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="" data-original-height="343" data-original-width="543" height="202" src="https://blogger.googleusercontent.com/img/a/AVvXsEhN4zSAJ-j0rzL-33Z36Z_5vS3cvJ-T6SNNNMK70vD5lOc8rz2maKWJRL4wQNxK2wcSjFGJSsRIGSdwZ-yK0SyLynwdrIYNOO-tEHB_euV2ILmgnBMHdKHKUkjA_21ryC6c-fh8iNLarn4Kyc1UU6PsdEwyYKT6X7aaIR_sJsLDqiWOtFu9GURlZUbC" width="320" /></a></div><br />Ok, so here we have it! If you want to stat up new missiles for your<i><b> Ultra-Tech</b></i> campaign, make the following adjustments to the Launcher, Torpedo, and Missile Design system from <i><b>GURPS Vehicles</b></i> (pg. 113). <p></p><p><b>Warheads</b><br /><a href="http://gurb3d6.blogspot.com/2017/03/warheads-r-us.html">Use the rules found in this post</a>. Note that I will have additional options in a up coming post. <br /><br /><b>Guidance </b><br />Ignore this section and use the options on <i><b>Ultra-Tech</b></i> pg. 146. Again, more options will be forth coming. <br /><br /><b>Payloads</b><br />Unless you want to add some kind of cargo to the missile this will just be the weight of the warhead.<br /><br /><b>Motors</b><br />Ignore the part on space missiles, those are not covered here. Motor base cost is based on the total weight of the missile × $50 for an unguided rocket. For guided missiles modify base cost by the cost modifiers listed on Ultra-Tech pg. 146.<br /><br />Ignore the sections on Malf. and Guid.<br /> <br /><b>Damage</b><br />Gryrocs still use 3rd edition rules this to figure damage.<br />Missiles use the 4th edition bullet damage formula. Use √(Kinetic Energy in Joules1.04/(π × (warhead diameter/2000)2)0.314)/46.8741 to figure dice of damage. It should be noted that damage figuring using this formula won't line up 100% but lines up will current <i><b>GURPS </b></i>stats and is the formula derived by Douglass Cole (meaning it's the best we got until the official stats are released). <br /><br />Ignore Explosive and Special damage. <br /><br /><b>Endurance</b><br />T is 1,500 at TL 9, 2,000 at TL 10, 3,000 at TL 11+ for missiles. 1,000 at TL 9, 1,500 at TL 10, 2,000 at TL 11+ for gyrocs.<br /><br />Ignore Minimum Range <br /><br /><b>Accuracy </b><br />Is 3 for missiles, depends on the launcher for gyrocs. <br /><br />For Pistol or Under Barrel Launchers Acc is 1.<br />For Pistol Launchers under 0.5lbs Acc is 0.<br />For Rifle Launchers Acc is 2. <br /><br /><b>Launcher Design</b><br />For Missiles <br />Weight: Change R to just 1 if reloadable, 0.5 if disposable, Ignore T. Change M to 1+ (0.15 × number or tubes). <br />Cost: Launcher Weight × $1000. Disposable launchers should cost less but there is not RAW support for this in Ultra-Tech. GURPS Vehicles having disposable launchers cost 1/10th as much does make sense though. <br /><br />For Gyrocs<br />Weight: Gw × Rn × Cm.<br /><br />Gw is the weight of the gyroc round.<br />Rn is the number of rounds it an hold.<br />Cm is 2 for under barrel launchers, 2.5 for pistol sized launchers, 4 for rifle sized ones.<br /><br />Cost: Iiiiiiisssss a good question. There seems to be no rhyme or reason for their costs. So the following formula is completely made up. $75× Launcher Weight × 1 if semiautomatic or 2 if full auto. <br /><br />Ignore everything past this point except for Rate of Fire.<br /><br /><b>Rate of Fire</b><br />1 per tube for missiles, 3 if semiautomatic or up to 10 if fully automatic for gyroc launchers. <br /><br /><b>Legal Class</b><br />Is 1 for all missiles<br /><br />3 for pistol gyroc launchers <br />2 for rifle and under barrel gyroc launchers<br />1 for full auto gyroc launchers. <br /><br /><b>Backblast</b><br />For missiles this seems to be simply based on weight, ignoring speed or other facts (yeah, I know... but that's RAW) burning damage is √(Missile Weight) × 1.4.<br /><br />Gyrocs do not have backblast but do to their slow acceleration they take time to reach their full damage. See Ultra-Tech pg. 144 for these ranges. <br /><br /><i><b>ST, Bulk, and Rcl </b></i><br />Unfortunately, with the exception of Rcl which is 1 for both missiles and gyrocs, the official stats for these haven't been show or hinted at on the forums. As a stop gap since Rcl is 1 just use the formula from the <i><b>Blaster and Laser Design System</b></i> from<i> Pyramid # 3/37</i>. At the small arm scale it should give you reasonable results, just cross reference what you get with the stats of similar weapons in <b><i>High-Tech</i></b> to see if they fit. <br /><br />Well here's how to stat missiles and gyrocs as close to RAW as I can get. But... while as I said before I try to get stats as close to RAW.... I have some issues with RAW in this case. You know how I was hinting at having an issue with the 64mm missile earlier? Well, even at TL 9 it's performance is crazy. It's too good. It's only worse at TL 10. To give you an example let's assume a TL 9 version. A base round costs only $110, $100 for the missile and just $10 for the base KE warhead. Let's make it a Viper round with a Shape-Charge warhead. This bumps the cost to up to to only $420. This is for a 2 lbs weapon that can reach mach 1.3, hit a target over 2 miles away with an effective skill of 16 (13 plus an acc of 3), and takes a DR of almost 1,500 to stop. Throw it in a disposable launcher and you have an Ultra-Tech version of the NLAW that only weight 4 lbs loaded and costs (assuming the 1/10th modifier for disposable launchers) a total of $620. This is cheap and light enough to pass it out like candy and ripple fire it over come tanks APS's and make pink misting a battlesuit trooper so easier that suiting up is almost suicide! While even if this might work for your game setting I think you can still see that this is over kill in most games. And let's be honest.... while there have been massive advances in miniaturizing missiles with example such as the Refael's Mini-Spike and Raytheon's Pike, these systems make compromises to be so small and TL 9 version are going to be better of course but the performance in<i> <b>Ultra-Tech</b> </i>is ludicrous.<br /><br />I also think there are issues with other stats such as backblast only being effected by missiles weight and not the thrust needed to move it. So moving forwards I am going to use slightly different assumptions for my missiles I stat for my blog. After thinking long and hard I found a T of 750 at TL 9 (1,000 at TL 10, and 1,500 at TL 11+. That level of performance makes more sense at such an advanced Tech Level) gives a good balance of realistic increased performance and playablity. I will also be using more sensible figures for things like backblast and other stats. I'm also working on a more detailed guidance rules but that's a post in and of it's self since it's going to totally rework 4th editions rules for guided and homing weapons to make them more realistic while still working within the basic frame work.<br /><br />If you want to use my house rules, follow the rules I laid out already but change T to match the figures listed above (Gyrocs use a T of 500 at TL 9, 750 at TL 10, 1,000 at TL 11+) and change the backblast damage calculation to: <br />∛((Kinetic Energy of the round in kilojoules*(The T value used/750))*0.5. If building a gyroc multiply this by 0.03. Realistically you don't want them to have significant backblast but if you make the engine powerful enough it's still going to do damage at some point. <br /><br />Divide the cost of disposable launchers by 10. <br /><br />Gee's of Thrust: If you want to use the missile in space (assume any TL 9 + Missile that has a speed over 400 yrds/sec is space capable), here's simple system that gives you good enough results. Assume it has an acceleration in Gs of (Missile Velocity/120)*(The T value for the given TL/750). The missile will accelerate this much for as many rounds as it has endurance. <br /><br />Distance to Reach Peak Acceleration: Both regular missiles and gyrocs should take some time to reach their top speed, it's just that gyrocs takes longer so minimize backblast. To figure a missile 1/3rd damage range divide missile velocity by 975 and then multiply it by (The T value for the given TL/750). 1/2 damage range is 5 times 1/3rd damage range. Divide both ranges by three for gyrocs. <br /><br />Kick Motor Option: These motors help manage backblast by by using a soft launch system to punt the missile a given distance before falling off and letting the main motor take over. <br /><br />First stat your missile as normal.<br /><br />Next build another missile with the weight of the original missile as payload with these following changes: T is 20 at TL 9, 30 at TL 10, and 50 at TL 11+, motor weight shouldn't be more then a quarter of the weight of the missile it's launching, Velocity shouldn't be higher then 90 yards per second.<br /> </p><p>Backblast is multiplied by 0.25 and is crush instead of burning and follows the counter mass rules from the box on High-Tech pg. 147. <br /><br />Cost is motor weight times $5. <br /> </p><p>Alrighty guys, I hope you find these rules useful. You now have two options to play around with so I hope you have fun reaching out and touching some baddies with your new toys. <br /></p><p></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com13tag:blogger.com,1999:blog-6054141897010475376.post-48050694836672756182022-05-22T21:51:00.022-05:002022-05-22T23:33:33.377-05:00GURPS YouTube Channels You Should Be Checking Out<p>While GURPS content is sparse on the ol YouTubes there are actually a few channels that are dedicated to our favorite system. Check these guys out. If we can help these channels spread we can help the system grow. While blogs are good, YouTube is the best way to get new blood into the mix. </p><p><br /></p><p>The first two channels are by fellow blogger who blogs to much, Enraged Eggplant of the<a href="https://enragedeggplant.blogspot.com/"> Generic Universal Eggplant blog</a>.</p><p></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhGzXwotOihun2vybU4a0Eas_UTwtVmuP1k4uRTJF8llVpVNJBUOLIAjwL_9Evyn_6-mEqFMw-uh190lwQVHTc9K6iHMve6paKWCL08deTwVelOmRVWd9jdj8ZWiW3fUobYijRG8CykkH7EEzmJsjmcSd-y3Lr1AqpGoFZpWtGCzgNoghmNR8obv4k5" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="" data-original-height="360" data-original-width="480" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhGzXwotOihun2vybU4a0Eas_UTwtVmuP1k4uRTJF8llVpVNJBUOLIAjwL_9Evyn_6-mEqFMw-uh190lwQVHTc9K6iHMve6paKWCL08deTwVelOmRVWd9jdj8ZWiW3fUobYijRG8CykkH7EEzmJsjmcSd-y3Lr1AqpGoFZpWtGCzgNoghmNR8obv4k5" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Enraged Eggplant and The_RyujinLP. 2022, colorized<br /></td></tr></tbody></table> <p></p><p> </p><p> </p><a href="https://www.youtube.com/channel/UCZ2HYU7LFAKc1eUyYTIFoMg">Just the Parts You Need</a><p></p><p>This channel covers some deep dives into various GURPS topics covering its rules and concepts. He's been doing this channel for a few years now and has a ton of content to dive into. </p><p> </p><p><a href="https://www.youtube.com/channel/UCRhm02S_o1oktdjfj6JTlTA">Dungeons and GURPS</a></p><p>Eggplants newest channel, this covers how to run D&D in GURPS and acts as a dive into some of his blog topics. One thing I like is that he really gets into the nitty gritty behind his decision making process on how he decides to cover D&D mechanics. </p><p> </p><p> </p><div class="separator" style="clear: both; text-align: center;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjX0n3E4aVzShrKgzHY8d4-gZ5hfS2U121oo0hH8r8PKx3FrrzQY3WumrVd2rKbtKKR7_xtpd-6O72AS-avg5ZF57rMsc6kdD7-p_l26Xh3-sxhspbdPZ3DNdf2JM4plxSCb53iK6z7IuFolKTr0KzaaH3yRwUeXLmzNTgRI00jF6xgjPcePD6sxHzm" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="" data-original-height="900" data-original-width="900" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjX0n3E4aVzShrKgzHY8d4-gZ5hfS2U121oo0hH8r8PKx3FrrzQY3WumrVd2rKbtKKR7_xtpd-6O72AS-avg5ZF57rMsc6kdD7-p_l26Xh3-sxhspbdPZ3DNdf2JM4plxSCb53iK6z7IuFolKTr0KzaaH3yRwUeXLmzNTgRI00jF6xgjPcePD6sxHzm" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Bill Cypher's cooler brother<br /></td></tr></tbody></table><br /></div><br /><br /><p></p><p> <a href="https://www.youtube.com/user/SandmanIvan">Diceyed</a> <br /></p><p>Another new channel. Still in it's finding it's self stage but I think it has a lot of potential. It also had a unique angle as the channel is CG and based on the character of Diceyed which resembles a mix between Bill Cypher and a D6. He's work has been sporadic up to now do to working on a video game professionally but it seems he now has more free time to create content. I think seeing some support from the community would help booster his moral. <br /></p><p> </p><p><br /></p><p><b>Edit!</b> Can't believe I forgot to add this one, thanks to Enraged Eggplant for reminding me!</p><p><br /></p><p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiOhsGbXBxc18zrSWqlCuJHRqSWx2jWI7PNFr7t-i_W0_gbskrWZKhVMoVBDGWWemCnkxbaGP9vKnWb9YhMD6TvgwN369xJg8o2VELiK5jGiOXPI1vSKbjG1Iu2yEAFu1WxsSlD2rJXxglOiJ0pHRdIP8r8l9o-LM20AC0xSxBuCk3gXZaAf-B2PJZR" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="" data-original-height="900" data-original-width="900" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiOhsGbXBxc18zrSWqlCuJHRqSWx2jWI7PNFr7t-i_W0_gbskrWZKhVMoVBDGWWemCnkxbaGP9vKnWb9YhMD6TvgwN369xJg8o2VELiK5jGiOXPI1vSKbjG1Iu2yEAFu1WxsSlD2rJXxglOiJ0pHRdIP8r8l9o-LM20AC0xSxBuCk3gXZaAf-B2PJZR" width="240" /></a></div><a href="https://www.youtube.com/channel/UC4-7okrLZK2sfwINnqZNVog">Chris Normand</a><p></p><p>One of the main guys working on the massive <a href="https://foundryvtt.com/packages/gurps">GURPS VTT mod for Foundry</a>, besides showing off the amazing features they are adding he also covers general GURPS content as well. Also a good friend of The Mook (RIP my friend, RIP). <br /></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com4tag:blogger.com,1999:blog-6054141897010475376.post-19077945893659024272022-05-01T01:26:00.000-05:002022-05-01T01:26:47.365-05:00Ultra-Tech Ultra-Quickie: What the Heck is a Payload Rifle Anyways?<p>It's always kinda puzzled me why I keep seeing people who just don't understand what the Payload Rifle from Ultra-Tech is supposed to be... Then I realize, oh yeah, most people don't quite have my level of unhealthy obsession for obscure next gen weapon technologies (if the FBI ever saw my harddrive.... I'd have some questions to answer). Then I take a look at the WPS of the ammo it fires... JEBUZ! 1 pound?! That's roughly the weight of a modern full sized 25mm autocannon round like the Bushmaster fires! Then I look as the stats, only 10d of penetration when a 25mm should have almost 2.5 times as much. And it kind of makes sense this weapon baffles people.<br /></p><p>Of course it doesn't help that the same ammo used for it is listed under machine guns as a 25mm assault cannon (it's... it's not, not even close to an assault cannon buuuuuuut we'll get back to that).<br /></p><p>Well I can tell you THAT there is a typo. The weight of the round it fires is nowhere near 1lbs. How do I know? Well, for one the so called "assault cannon" has a magazine weight of 12lbs but holds 34 shots. That's a thing. Guess TL 9 is the era we become Time Lords. Neatto. Then there's the fact that the ammo the payload rifle uses has stats in another book, <i><b>High-Tech</b></i>. Hell even the "assault cannon" has stats in that book as well (though even in<i><b> High-Tech</b></i> they're slightly off, but we'll get back to that). </p><p>So just what in the seven hecks is this thing then? Follow me after the break to find out! </p><p><span></span></p><a name='more'></a>So what is the Payload Rifle? Well, it's this thing blow: <br /><p></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEglcNIuDr8khh4NTgb0lhIwNCvy0AcgoHnJ-k8FLoSggZCO4CJ5zRKRUWubJrvnaCMQdntinefaKeIcCT_lkNE8XV4640O-ICj2dQ_-66Tx_whpjVpwm8iDxBNDka1UtxITy06BTjAdbpFPz7xBlZPdoAZlr1pY9RCNH8kmHKB_r7i3u4dBMI_Fe35S=s580" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="558" data-original-width="580" height="385" src="https://blogger.googleusercontent.com/img/a/AVvXsEglcNIuDr8khh4NTgb0lhIwNCvy0AcgoHnJ-k8FLoSggZCO4CJ5zRKRUWubJrvnaCMQdntinefaKeIcCT_lkNE8XV4640O-ICj2dQ_-66Tx_whpjVpwm8iDxBNDka1UtxITy06BTjAdbpFPz7xBlZPdoAZlr1pY9RCNH8kmHKB_r7i3u4dBMI_Fe35S=w400-h385" width="400" /></a></div><br /><p>That's what the payload rifle is based on, right down to the name and prominent muzzle break that the description in the book even calls out. So yeah, this means that the Payload Rifle is actually just a funky grenade launcher. <br /></p><p>And the round it fires? It's the 25×59B, the same round as the XM307 fires which is stated in <i><b>High-Tech</b></i>, pg. 144 and 145. Though the range is off. 2,200 yards is only the effective range. The actual ballistic range is 3,900 yards, though this data might not of been as readily available in the early nought's when the book was being written. This of course means the 8,500 yard range in <b><i>Ultra-Tech</i></b> is also off. Oh, right. I should also probably point out that the so called assault cannon is actually just the <i><b>Ultra-Tech</b></i> version of the XM307. There's just the fact that the modern days XM307 only weighs 59lbs fully loaded while the <i><b>Ultra-Tech</b></i> version weights a flippin' 75lbs (though this might just be a copy pasta mistake from the 15mm chain gun).</p><p>So I guess I got some fixin' to do. </p><p>First let's start with the round it's self. The real world round has a projectile that weights 141g and is fired at 400m/s<sup>2</sup>. This gives me 9d of penetration, which isn't that far off from the listed 10d. Let's just say Ultra-Tech advancements lead to a slightly higher powered round. This would of course increase range. The 750 yards half damage is not that far from my back of the envelop calculations (I got ~730 but close enough for government work) so that works and with the slight boost in velocity to get it up to 10d (450m/s<sup>2</sup>) would also increase it's make range to about 4,400 yards. For the weight, following Ultra-Tech's conventions, grenades aren't caseless but instead use a ploymer case wich reduces the weight of it by 20% so the 25×59B would weigh 0.3lbs. Let's call the Ultra-Tech version the 25mmPCL. While not RAW, all Ultra-Tech grenades should have the same smart fuse options at the M29 OICW (<i><b>High-Tech</b></i>, pg. 144). <br /></p><p>So that's:</p><p>Grenade and Mortar Ammo<br /><i><b>TL Ammo WPS CPS LC</b></i><br /><span style="background-color: #3d85c6;"><span style="color: #f3f3f3;">9 25PCL 0.3 $7.50 1</span></span></p><p>Now for the payload rifle.</p><p><i>GUNS (GRENADE LAUNCHER) (DX-4, or most other Guns-4)</i><br /><i><b><span style="font-size: x-small;">TL Weapon Damage Acc Range Wt. ROF Shots ST Bulk Rcl Cost LC Notes</span></b></i><br /><span style="background-color: #3d85c6;"><span style="color: #f3f3f3;"><span style="font-size: x-small;">9 Payload Rifle, 25mmPCL 5d×2 pi++ 4 750/4,400 31.3/3.3 3 8+1 13B† -6 3 $8,000/$27 1 </span></span></span><br /></p><p>I left its empty weight alone since I didn't see any problem with it, nor the guns price. The big weight savings came from the magazine since each round no longer weight almost half a kilo. My numbers gave me a Rcl of 3 rather then 4 but despite that ST sill went up to 13 (of course this is all do to the fact that the numbers in<i><b> Ultra-Tech</b></i> were all more guesstimated then designed with a dedicated system). Otherwise I just adjusted it's range and changed it's damage to 5d×2 to better line up with later books. I also changed the skill to Guns (Grenade Launcher) since that's what this weapons actually is. And as the name suggests, the real point of this weapon is deliver high-caliber payloads to the target rather then use raw KE to kill targets. This weapons works best when loaded with exploive rounds. And idea round for this kind of weapon would be a HEDP round (High Exploive Dual Poupose, it's a HEAT round that trades some penetration power for a greater blast effect making good agsint light armor and infratry) which really isn't stated up in Ultra-Tech (They instead use HEMP, which is just another term for it, to cover TL 10 HEAT rounds), a TL 9 25mm HEDP round should do 6d×2 (10) cr inc with a linked 3d+2 [1d+1] cr ex. A round costs $28. I will be going over a more indepth look at Ultra-Tech warheads in the future, creating new options and cleaning up things I feel were handled wrong or oddly in my quest to effectivly create an unoffical second printing of <i><b>Ultra-Tech</b></i> for 4th ed heh. <br /></p><p> No on to the hot mess that is the "assault cannon". </p><p>As I said before, this really is just an<i><b> Ultra-Tech</b></i> version of the canceled real world XM307 with what is probably a copy-paste error for it's weight and double the ROF. Because of this I decided not to lower the weapons base weight compared to the XM 307 to account for its ROF doubling. The only reason the EWt is lower here then what is listed in <i><b>High-Tech</b></i> because this version doesn't come with the almost 10lbs computer sight that the real world version was to have. This is also part of the reason for the price drop as well (along with the weapon coming into common service). Other then that I just adjusted the stats listed in High-Tech a bit an now we got a much better take on the weapon.</p><p><i><b>GUNNER (MACHINE GUN) (DX-4 or other Gunner at -4)</b></i><br /><span style="font-size: x-small;"><i><b>TL Weapon Damage Acc Range EWt. ROF Shots ST Bulk Rcl Cost LC Notes</b></i><br /><span style="background-color: #3d85c6;"><span style="color: #eeeeee;">9 Automatic Grenade Launcher, 5d×2 pi++ 3 750/4,400 30/13 8 34 16M -7 2 $12,000/ 1 <br /> 25mmPCL</span></span></span><br /></p><p>An <i><b>Ultra-Tech</b></i> version of the computer sights would weigh 1.9 lbs, have a 8× magnifaction IR scope (+3 to Acc, ), and a Dedicated Tiny C5 Computer (Dedicated is from <i><b>Thinking Machines</b></i>, <i><b>Pyramid 3/37</b></i>, pg. 20) running a dedicated Targeting Program giving +4 to Gunner (Machine Gun) skill when using this weapon (Uses the opitonal rule for reducing the complecity of Targeting programs if only used for a speficic weapon by two levels form <i><b>Future Soldier</b></i>, <i><b>Pyramid 3/55</b></i>, pg. 31). The scope costs $350, program costs $5,000. 2B/10hrs. <br /></p>See <i><b>More Ultra-Tech Guns and Heavy Weapons</b></i> from <i><b>Pyramid 3/37</b></i> for two examples of what 25mm autocannons should actually be like. <br />TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com4tag:blogger.com,1999:blog-6054141897010475376.post-64297712701253988922022-02-11T10:57:00.000-06:002022-02-11T10:57:01.555-06:00Real Life Ultra-Tech: Gauss Guns Get Real<p></p><div class="separator" style="clear: both; text-align: center;"><br /></div><br />Praise be to Gun Jesus! <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhwG5wODv04Ioaif5TI_puGNkejEZjljGO479SI4HvUSNmQOs5O725brCk2QqH4l_ZTRn7OhpBnaiqLpi3xZdrjR97MbR_gJd5B16LzXMy9laLtPANOGqB1xQZNMX7ZbgUyBBT1sphX75ka8UUTBCj5dRwQgJrm_C1kqPC0v8FEK21n4LxZKS2czE11=s1000" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1000" data-original-width="750" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEhwG5wODv04Ioaif5TI_puGNkejEZjljGO479SI4HvUSNmQOs5O725brCk2QqH4l_ZTRn7OhpBnaiqLpi3xZdrjR97MbR_gJd5B16LzXMy9laLtPANOGqB1xQZNMX7ZbgUyBBT1sphX75ka8UUTBCj5dRwQgJrm_C1kqPC0v8FEK21n4LxZKS2czE11=s320" width="240" /></a></div><br /><p></p><p>The absolute mad lad <span> Ian McCollum, curator of<a href="https://www.forgottenweapons.com/"> Forgotten Weapons</a> (for the 3 of you who follow my channel and somehow don't know who this man is heh), not only landed an interview with ArcFlash Labs who have a prototype commercial friggin' gauss rifle but managed to get one of the prototypes to go over it features but also get some live firing of it at the gun range. He also took it to a BUG match (not sure how a 20lbs brick is a back up gun but I mean he has a gauss rifle. Your objections are irreverent). </span></p><p><span><br /></span></p><p><span>So yeah, I'm geeking out a bit so just a fun little post today. Here's the two videos he has up right now covering the interview and the firing. Tech Level 9 is getting closer and closer lads. </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/NIl1XmEDdVY" width="320" youtube-src-id="NIl1XmEDdVY"></iframe></div><span><br /></span><p></p><p></p><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/eAHKS0nVlL4" width="320" youtube-src-id="eAHKS0nVlL4"></iframe></div><br /><br /><span><br /></span><p></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com2tag:blogger.com,1999:blog-6054141897010475376.post-68351020111698932262022-02-06T23:11:00.003-06:002022-02-07T11:22:52.690-06:00Ultra-Tech Firepower: SAA GU 384 Boomslang, 50mmCRH (TL 9)<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEguGvlFBjfX4k-8Uu7_ZqNVT2XkjqljDINRKhI8CrfTNqqkfwjLcvwXt4urn3NSHOIeO_bDAYr-dDezUijIdOZliYy1ISAZKDpVa-hqW6lKsVLifyXSCXzDpoprEFTtlH4x4vPdQ8gU9JvW90OPNAtPEpR7PNbwb-Z2_Hjrp1Bm8__NXRmJlauCeghq=s2195" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1080" data-original-width="2195" height="157" src="https://blogger.googleusercontent.com/img/a/AVvXsEguGvlFBjfX4k-8Uu7_ZqNVT2XkjqljDINRKhI8CrfTNqqkfwjLcvwXt4urn3NSHOIeO_bDAYr-dDezUijIdOZliYy1ISAZKDpVa-hqW6lKsVLifyXSCXzDpoprEFTtlH4x4vPdQ8gU9JvW90OPNAtPEpR7PNbwb-Z2_Hjrp1Bm8__NXRmJlauCeghq=w320-h157" width="320" /></a></div><p><span style="font-size: medium;"><b>SAA GU 384 Boomslang, 50mmCRH (TL 9)</b></span><br /><br />The trend since just before the turn of the century is for light armored vehicles to get, well, not so light with each generation getting heavier and with beefier armor. This has in turn driven the need for bigger and bigger gun armaments that they need to mount in order to keep them competitive with their pears; going from 20-25mm in the beginning to 30mm today and even some designs going for 40mm+! Of course the ultra-tech armors of the future will only compound this factor further. Though as guns get more powerful, their recoil gets worse and you start to run into issues where your near tank level firepower is starting to become to much for the platform to handle and accuracy starts to suffer and the added stress causes the frames life space starts to drop. <br /> </p><p>Suid-Afrika Bewapeningskorporasie, the South Africa Armaments Corporation, developed the SAA GU 384 Boomslang to help counter this limitation. Named after the boomslag, a large venomous snake endemic to the area, as a way to single that this was to be weapon system with a deadly bite! </p><span><a name='more'></a></span><p><br /><br />To ensure that it would have enough velocity and mass to be viable as a kinetic energy platform against current and future light armored vehicles while having a large enough payload to increase its multi-role capability; a round of 50 millimeters was settled on for the BoomSlang. But the recoil generated from such a powerful cannon would limit how small a LAV that used it could get. Initially they looked into more semi-conventional means of recoil management, including an attempt at what as practical an cannon sized version of the Kriss Vector's delayed blow-back system. However, the cost, complexity, and reliability issues of these designs proved them to be unworkable solutions. The delays caused by these failed attempt to tame the weapons recoil started to worry upper management and many on the team realized that what could of been a quite lucrative project was more then likely going to be scrapped. That was until a junior member of the team came across a experimental low recoil concept originally experimented on by Ares Incorporated at the turn of the century. While the original test project never came to fruition, the project did produce several functional prototypes. Despite the effective failure of the original project the team was convinced that with the advancements made since the original project was canceled along with their know how, and current climate being more open to the prospect of emergent ultra- technologies they could make the concept not only work, but sell! <br /><br />The concept behind the recoil reduction was know as the rarefaction wave gun principle (also known as RAVEN) and operates in many ways similar to a recoilless rifle. It vents some of its high-velocity gas out of the weapons rear to reduce the effective recoil. The difference is that a RAVEN gun traps the propellant gas briefly before letting the gasses escape in timed pulses into a larger chamber which causes the gas to rarefact (that is to expanded which in turn reduces its density. Basically it's the opposite of compression) slowing its momentum and reducing its effect on recoil before being vented out the back. While this does not reduce recoil anywhere near as much as a normal recoiless weapon and makes it more complex to construct; it does allow the weapon to fire at a much higher velocity, retaining greater then 70% of the muzzle energy of an equivalent round fired out of a conventional gun while almost halving the effective recoil (minimum rcl is 2 unlike the 1 of normal recoiless designs, despite this the the guns true rcl is still used to figure minimum ST). This means that a RAVEN gun can not only be built at a reduced weight since it doesn't need as much heft to tame the recoil but this also allows it to be mounted on far lighter platforms then conventional gun of similar performance could. The process also purges far more heat then a conventional weapon allowing a greater sustained rate of fire (treat RAVEN guns as having a extra-heavy barrel, see <i><b>High-Tech</b></i> pg. 86. The BoomSlang design gives it a slightly heavier barrel then normal, increase sustainably fire by 20%). Of course a major down side is that it generates a back-blast. While not as severe as a true recoilless rifle would create, it still means that more care must be taken when firing near friendly infantry and other vulnerable targets. <br /><br /><span style="background-color: #3d85c6;"><span style="background-color: #3d85c6;"><span style="color: #eeeeee;"><i>Note: Also it should be said that this is a very simplified explanation of how a RAVEN gun works. This is a very new concept and the full process is not only complicated (I've read three papers on it and I'm still trying to wrap me headmeats around it), it's also not yet fully understood!</i></span></span><span style="background-color: black;"><span></span></span></span><br /><br />Given that SAA is still a smaller company without government ties in a developing country, they do not have access to the most advanced materials some companies do. So like most of their design, the Boomslang is a bit heavier then what something like the partially government owned SouthCOMP could produce. Rather then let that be a negative on the design, the design team instead made maximum use of the extra mass make system extra durable and reliable (+1 HT). The less advanced materials also lead to most of SAA's designs having a slightly blocky look. Rather then letting this get in the way they designed to own that limitation and work their design to invoke the style of 80's sci-fi and cyberpunk weapons. <br /><br />Besides APHEX rounds (in table), the M 384 Boomslang can also fire APEP (Dmg 6d×16 (3) pi++, Range 12,400/30,000), HEDP (Dmg 7d×3 (10) cr inc with 5d×2 [2d+2] cr ex linked), APIS (Dmg 6d×11 (2) pi++, Range 2,100/5,000, ROF 5×3. <a href="http://gurb3d6.blogspot.com/2020/06/ultra-tech-firepower-epoch-systems-be2.html">See this blog post for more on this round</a>), and SIXM (Dam 1d+2 cr ex + Linked 6d×7 (2) cut, ROF 5×8, Blast Range 2yrds.<a href="http://gurb3d6.blogspot.com/2020/06/ultra-tech-firepower-salvo-explosively.html"> See this blog post for full rules</a>). Backblast: 5d burn.<br /><br /> </p><p>GUNNER (MACHINE GUN) (DX-4, or other Gunner-4)<br /><span style="font-size: x-small;">TL Weapon Damage Acc Range EWt. ROF Shots ST Bulk Rcl Cost LC Notes</span><br /><span style="background-color: #3d85c6;"><span style="color: #eeeeee;"><span style="font-size: x-small;">9 SAB Boomslang, 6d×14(2) pi++ 6 6,200/15,000 913 5 ver. 32M -11 2 $450,000 1 <br /> </span><span style="font-size: x-small;"><span style="font-size: x-small;">50mmCRH</span> </span></span></span></p><p><span style="font-size: x-small;"><span style="background-color: #3d85c6;"><span style="color: #eeeeee;"> <i> Follow-up</i> 3d-1[2d+2] cr ex </span></span><br /></span><br /></p><p><span style="font-size: medium;"><i>Ammunition Table</i></span><br /></p><b>Cannon Ammo</b><br /><b>TL Ammo WPS CPS LC</b><br /><span style="background-color: #3d85c6;"><span style="color: #eeeeee;">9 50mmCRH 7 $70 1<br />9 50mm CRH APEP 7 $490 1</span></span><br />9 50mmCRH HEDP 7 $280 1<br />9 50mmCRH APIS 7 $630 1<br /><span style="background-color: #3d85c6;"><span style="color: #eeeeee;">9 50mmCRH SIXM 7 $350 1<br /></span></span><br /><p><br /><b>Suid-Afrika Bewapeningskorporasie (SAA)</b><br />Founded by Lethabo Nkosi after he left the partially state run SouthCOMP (South African Combined Ordnance and Munitions Producing Company) with some his closet and more talent working associations after both a break down in contract negations as well as a feeling that he lacked creative freedom. His mission statement was to start a company who's model was to give the best in the industry the freedom to make the kinds of weapons that wouldn't just play it safe and follow market trends but be the ones that created them. Promotions would be purely merit based, make kick ass guns that sell and you would be rewarded but at the same time ensuring that, with in reason, failure wouldn't be outright punished. You can't push innovation without risking some duds and people aren't going to take risks if they're afraid of failure. This attitude along with slightly higher then normal pay rates drew in a small, unorthodox but talent group into the company. As a small company in a small nation in the middle of economic recovery, lacking big government connections meant they couldn't get their hand on the most advanced steel and aluminum alloys or machining tools meaning they were going to have to deal with making slightly heavier guns, to offset this they did their best to use the extra mass as a positive whenever they could which meant their guns were fairly tough and almost idiot proof. It also lead to their weapons having a slightly boxy look. This limitation reminded the teams of the kinda "throw some extra bits on real gun" look of 80's sci-fi and cyberpunk movies and so they ran with it, trying their best to give their designs a sort-of retro future look in so far as it didn't interfere with actual functionality which in turn helped get their guns noticed. Their first real success was a modification of the R27C, the South African Armies main long arm and their first in country designed caseless rifle (designed by SouthCOMP). As such, it ran into an issue of overheating when fired on automatic for too long. The team's lead decided to take a swing at looking outside of the firearm industry and brought in computer cooling system engineer to help trouble brain storm a solution. This lead to them designing an fractional based evolutionary algorithm which allowed them to print a solution that only added a fraction of pound to the gun, cost less then $50 ($30 when bought in government level batches) but increase cooling by over 30%. This scored them a nice and juicy government contract (and the ire of their former employer) and the funding for future projects. <br /><br />Company Type: Niche- Ambitious designs despite being a small company, their biggest limitation is access to less advance materials but they make up for it with quality construction and a unique design aesthetic.<br /><br />Standard Modifiers: Cheap (Heavy), Perk (Well Made) with the zero point quirk (design aesthetic, 80's movie style cyberpunk).<br /><br />Notes: SAA is small company with lots of talent and potential that is used to only dealing with the local market. The Boomslang has the potential to put the company on the global map, the real question is if they can deal with not only the potential larger production needs and but the challenges of restarting into a much larger business while keeping the unique spirit that got them here in the first place. <br /><br />Quick Line: SAA; Niche; Cheap (Heavy), Perk (Well Made), quirk (design aesthetic, 80's movie style cyberpunk); While they might not have access to the most advance material, the guns they are tough and they low-key kinda cool looking. <br /><br /></p><p> <br /></p><p></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com2tag:blogger.com,1999:blog-6054141897010475376.post-76754832246812855562022-02-06T02:36:00.004-06:002022-02-06T11:38:52.486-06:00William Wilson Passed Away on January 26th. He will be missed. <p>I have some horrible news guys and I feel so bad I only found out about this over a week after the fact. William Wilson, better known to us as Mook, passed away on January 26th. I'm still trying to process this. While I wasn't on a personal level with him, I did know and interact with him on what I guess I can call a professional level so this does hit a bit hard. There are few that have done as much to spread GURPS out there and try and make it accessible to the masses. From his excellent book,<a href="http://www.sjgames.com/gurps/books/howtobeagurpsgm/"> How to be GURPS GM</a>, to <a href="https://www.themook.net/gamegeekery/">his blog</a> (and it's many very usual game aids), he added so much quality and character to our little gaming community. He will be missed. If you have faith, please say a prayer for his family and if you have the means there is a <a href="https://www.gofundme.com/f/mooks-medical-expenses">gofundme to help with medical and funeral costs</a>. <br /></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com0tag:blogger.com,1999:blog-6054141897010475376.post-31898208859267896482022-01-22T12:46:00.000-06:002022-01-22T12:46:21.862-06:00 Ultra-Tech Firepower: Big Guns Never Tire<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi-LBO_y6kARNii_qRa6Jw6LKT_vZhoBL81DHzh3TnOc9pu3GtNWpJIzUW-4B5opEtN54MfOcBPzA3fDLipUD-fca3-GrX5GAQ2od3bG39XGKop39dVwIM14QzWdl5BP0uuufzaDj1VMAFZmXKBFjrUneuT5VjlKnEjFZCzyxhmefS4efHcz9-YjjGv=s738" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="546" data-original-width="738" height="296" src="https://blogger.googleusercontent.com/img/a/AVvXsEi-LBO_y6kARNii_qRa6Jw6LKT_vZhoBL81DHzh3TnOc9pu3GtNWpJIzUW-4B5opEtN54MfOcBPzA3fDLipUD-fca3-GrX5GAQ2od3bG39XGKop39dVwIM14QzWdl5BP0uuufzaDj1VMAFZmXKBFjrUneuT5VjlKnEjFZCzyxhmefS4efHcz9-YjjGv=w400-h296" width="400" /></a></div><br /><p></p><p> </p><p>Bigger in fact does seem to be better when it comes to the future of main battle tank guns. Rheinmetall already has a 130mm tank gun model it's shopping around and the US is even looking into the possibility of going up to a massive 140mm gun in some of it's next generation MBT concepts. While the safe money is on the 130mm seeing wide spread adoption, it's not only already is a working model at this point but also it's largely based on it's already successful RH-120 line of tank guns (and it being the cheaper options doesn't hurt either) making it easier to retrain crews to use and maintain it. The 140mm , while still in development at this point, does still have some advantages in its favor do its larger warhead giving it some more flexibility in munitions and it's greater penetration power will help keep it at over match capacity even against advancements in armor technology. <br /><br />Well, if you want to seriously up the dakka quotient in your game, follow me after the jump. <br /><br />Sa-bow indexed! <br /><br />Tank identified, Twelve-hundred-up! On target! Fire!<br /><br />Round away! <br /><br /><span></span></p><a name='more'></a> <p></p><p><span style="font-size: medium;"><b>Cannon</b></span><br /><i>Tank Gun, 130mm</i> (TL9): A next generation heavy tank gun with a built in auto-loader that will replace the current 120mm and 125 mm guns on at lest some main battle tanks. Ultra-Tech materials allow for a gun that is only slightly heavier then current guns despite it's larger size, auto-loader, and over 50% increase in penetration power. Versions of this tank gun will often be designed as electrothermal-chemical or Liquid-Propellant capable (<i><b>Ultra-Tech</b></i>, pg. 139). <br /><br />Besides Solid ( in the table), Tank Cannon, 130mm can also fire the following rounds; APEP (Dmg 6d×42 (3) pi++, Range 9,000/24,000), Canister (Dmg 3d pi-, ROF 1×5,400, Rcl 1), Thermobaric (Dmg 6d×14 cr ex), HEAT (Dmg 6d×14 (10) cr inc with 6d×4 cr ex linked), MS-HEAT (Dmg 6d×6 (10) cr inc with a 6d×14 (10) cr inc follow-up with 6d×4 cr ex linked), and HEDP (6d×9 (10) cr inc with 6d×7 [6d+2] cr ex linked). <br /><br /><i>Tank Gun, 140mm</i> (TL9): An even larger and more powerful next gen heavy tank gun that is being considered as the main gun on some future main battle tanks including the US's follow up the M1 Abrams series of MBTs. While heavier and more expensive then the 130mm, it has even greater range and penetrating power and it's larger warhead allows for even more devastating payloads to be carried. Also uses an auto-loader and has the same upgrade options as Tank Gun, 130mm. <br /><br />Besides Solid (in the table), Tank Cannon, 140mm can also fire the following rounds; APEP (Dmg 6d×46 (3) pi++, Range 10,200/26,000), Canister (Dmg 3d pi-, ROF 1×6,800, Rcl 1), Thermobaric (Dmg 6d×17 cr ex), HEAT (Dmg 6d×15 (10) cr inc with 6d×5 cr ex linked), MS-HEAT (Dmg 7d×6 (10) cr inc with a 6d×15 (10) cr inc follow-up with 6d×5 cr ex linked), and HEDP (6d×10 (10) cr inc with 6d×8 [7d] cr ex linked).<br /><br /><br /><i><span style="font-size: x-small;">ARTILLERY (CANNON) (IQ-5) for indirect fire; GUNNER (CANNON) (DX-4 or other Gunner at -4) for direct fire</span></i><br /><span style="font-size: x-small;"><i><b>TL Weapon Damage Acc Range EWt. ROF Shots ST Bulk Rcl Cost LC Notes</b></i> <br /><span style="background-color: #3d85c6;"><span style="color: #f3f3f3;">9 130mm Tank Gun, 130mmCL 6d×37 pi++ 6 4,500/12,000 7,000 1 1 (6) 79M -17 5 $280,000 1<br />9 140mm Tank Gun, 140mmCL 6d×40 pi++ 6 5,100/13,000 8,100 1 1 (7) 82M -17 5 $324,000 1</span></span><br /></span><br /><i>Cannon Ammo</i><br /><b><i>TL Ammo WPS CPS LC</i></b><br /><span style="background-color: #3d85c6;"><span style="color: #eeeeee;">9 130mmCL 60 $600 1<br />9 140mmCL 80 $800 1</span></span><br /><br />Note: The weights here are based on a slightly different progression then that used by the Tank Cannon, 100mm. A 40lbs WPS is oddly high given the weights of modern real world rounds (it weights only slightly less then modern 120mm rounds), reducing it's WPS to 30lbs and it's CPS to $300 is a bit more reasonable in my opinion and the weights of the rounds listed above are based on this. Also the cannon's ST should only be 58M and it's Bulk should be -13 to bring it inline with<i><b> High-Tech</b></i>. <br /><br /><b>Upgrade Options</b><i> </i><b><i> </i></b></p><p><b><i>Target Lock Advanced Capabilities (TLAC) (TL 9)</i></b><br />This upgrade option adds control surfaces and a seeker head assembly (mutli-mode with laser, radar, and ladar homing) to the round that allows it to adjust it course mid-flight to increase the chances of a hit on a target that has already been locked onto with some kind of active targeting sensor. The firing platform must have a targeting computer and its target must be locked on by an active sensor (it can be from another friendly designation platform, it does not need to be emitted by the firing platform) which must then maintain its lock for the rounds entire flight (if using time of flight rules, <i><b>High-Tech</b></i>, pg. 139). If target is still locked onto when the rounds lands increase Acc to (Base Acc +2) × 2 when making the to hit roll. Not Available for hand grenades, or mines. Triple cost. <br /><br /><i><b>Armor-Piercing Enhanced Penetrator (APEP) (TL9) </b></i><br />An ultra-tech armor piercing, fin-stabilized discarding sabot round with a core made of tungsten-reinforced bulk amorphous metal. This provides penetration equal to or superior to depleted uranium without the same level of environmental hazards. Add and armor divisor of (3). Multiply Damage by 1.15. If the caliber is below 20mm reduce damage type: pi++ becomes pi+, and pi+ becomes pi. Double range. Unavailable for hand grenades, or mines. Multiply CPS by seven. LC1. <br /><br />High-Explosive Antitank (HEAT) (TL7), High-Explosive Dual-Purpose (HEDP) (TL7), and Multi-Stage High-Explosive Antitank (MS-HEAT) (TL8) are as per <i><b>High-Energy Projectiles</b></i>, <i><b>High-Tech</b></i> pg.170; just change the damage type of primary penetrating jet from crushing explosive to crushing incendiary. Canister is Multi-Flechette (MF), <i><b>Multiple Projectiles</b></i>, <i><b>High-Tech</b></i> pg. 174. <br /><br />Now you might of noticed that some of the options I used for these guns don't quite line up with how Ultra-Tech does things so here I'll go into some of my reasoning. <br /><br />TLAC: This is meant as a more realistic version of the guided projectile option presented on<i><b> Ultra-Tech</b></i> pg. 146 for projectiles (though they work fine for missiles). While guided projectiles are a possibility, the rules in <i><b>Ultra-Tech</b></i> are overly simplified and should cost more to turn a bullet into a guided missile. Perhaps stating more realistic guided bullets is a project for another day. <br /><br />APEP: <a href="http://gurb3d6.blogspot.com/2017/05/gauss-weapons-reloaded.html">This isn't the first time I've reworked the rules for this round</a>, though I feel this is the more realistic take on them. My original version was just a slight tweak of the rules for APFSDS-DU round from <i><b>Kinetic Energy Projectiles</b></i>, <i><b>High-Tech</b></i> pg. 169. Which made a deal of sense since based on the descriptive text APEP rounds are just ultra-tech APFSDS-DU rounds sans the depleted uranium. However after giving it some thought I realized that since tungsten-reinforced bulk amorphous metal isn't pyrophoric a long rod penetrator made of this stuff wouldn't have the same level of after armor damage. Sure it'll punch through just fine but it'll have a smaller area of effect after perforation. Of course I could of just used the original rules as is but if you compare the penetration of APEP to APFSDS-DU you'll find that APEP slightly under preforms. To remedy this I added the 1.15 damage multiplier to bring it back in line. </p><p><br />HEAT, HEDP, and MS-HEAT: While the rules for HEAT rounds aren't really an issue in <i><b>Ultra-Tech</b></i> (and in fact I agree more with it using cr inc for the penetrating jet's injury modifier over <i><b>High-Tech's</b></i> cr ex) it still has some oddities. For one I don't understand why they call TL10 HEAT High Explosive Multi-Purpose. The only difference between TL 10 HEMP and TL 9 shaped charge is that HEMP does more damage do to the higher TL. It's just TL 10 HEAT. Real HEMP is just another term for HEDP so it should have reduced penetration but a larger blast effect. The other issue is more of nick-pick. Calling TL 9 HEAT just a shaped charge warhead is a little weird. While yes, HEAT are shaped charge... well the best way to explain the issue is while all HEAT are shaped charges, not all shaped charges are HEAT. HEAT is a shaped charge explosive designed to be used only as a weapon by utilizing a liner of high-density, high-malleability metal and (usually) some form of wave shaping to allow the jet it forms to punch through more armor. Since TL 9 shaped charge warhead is explicitly meant to be used as a weapon it should just be called HEAT. I also had to use High-Tech rules for MS-HEAT because Ultra-Tech doesn't have version of it. Yeah... I think I'm definitely going to have to do a complete overhaul on <i><b>Ultra-Tech's Warhead and Ammunition</b></i> section at some point. <br /><br />MF: The only change I did here was one that<i><b> High-Tech</b></i> already did with the MF rounds fired for the D-81TM Rapira which used a reduced NP modifier of 15 rather then 40 when figuring the amount of flechettes that it's canister round holds. I suppose they made the change to 15 to get it to better match up with real world listed amounts (though in all reality Han's probably just skipped the math and just listed the actual documented numbers heh). <br /></p><p><br /></p><p><br /></p><p><br /></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com15tag:blogger.com,1999:blog-6054141897010475376.post-64793186032429866392022-01-08T23:11:00.001-06:002022-01-09T04:31:36.517-06:00Now You're Shunting With Power<p> </p><p> </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgZGb5txlMS7Cq1z-M7vftWGTt20jsABbPcA92vcmjLmGgqtxSa-x7WFALShlhFGplNHYr3ydmGWfjCHiXEB8C8fP6A3sdnqm-9TaWa6VXmZAzaQ-htlIYdKO0JA3ryz6Bt4AnisiZgy0VsIHhTDzZJ6GoJJGN-9U9H6GcLSmOc7S0vDIz2LDj7h1J7=s1920" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/a/AVvXsEgZGb5txlMS7Cq1z-M7vftWGTt20jsABbPcA92vcmjLmGgqtxSa-x7WFALShlhFGplNHYr3ydmGWfjCHiXEB8C8fP6A3sdnqm-9TaWa6VXmZAzaQ-htlIYdKO0JA3ryz6Bt4AnisiZgy0VsIHhTDzZJ6GoJJGN-9U9H6GcLSmOc7S0vDIz2LDj7h1J7=w640-h360" width="640" /></a></div> <p></p><p> </p><p> </p><p> </p><p> </p><p>Welp, Star Wars Squadrons came out a while ago and it's kinda great. It not only brings us a much needed spiritual successor to the classic X-Wing/TIE Fighter PC space simulators from the 90's but shows some small degree of proof that EA can actually make a good game that isn't a thinly veiled guise to violate your wallet, intelligence, dignity, and probably you personally if they could figure out a way. <br /><br />The game also brings back the ability to shunt power from one system to another letting you prioritize one system while taking a hit to others. This was an amazing game play feature that defined the original game. It let you adjust the ship you were were flying to not only be better able to take on the current challenge but also to suit your personal preference. Need to chase down that pesky TIE? You can risk lowering your shields to up your speed. Need to get close to a capitol ship? You can trade firepower to up your shields to better survive the barrage of incoming turbo-lasers. It even made replaying mission more interesting as you could try out different power settings and see what works or purposely gimp yourself for extra challenge. It was also very true to the source material as angling your deflector shield and having an astromech droid divert power were a common troupe. <br /><br />Now while Spaceships already has a design switch option that allows you to angle your force screen (<i><b>GURPS Spaceships</b></i>, pg. 32), it doesn't have an option to simulate shunting power from one system to power up another one. Of course this is not without good reason as this does add a good deal of paper work to keep tract of and some extra math while designing ship. However if you're not afraid of a little extra crunch (and if you're following this blog there's a good chance you're up to the challenge, do you even crunch bro?) and want to add a little more more variety for the space jockeys in your sci-fi campaign to play around with then I give you a new design switch option: Power Shunting. <br /><br /> <br /><br /><span style="font-size: medium;"><b>Power Shunting </b></span> </p><p>Many sci-fi series depict the heroes carefully husbanding power from one system to another in a critical moment, boosting its effectiveness at the expense of one that is less important in the current situation. This design switch lets you simulate that troupe. You can only shunt power between high-energy systems and must have at least two usable power points available. All powered system start at level 0, which is the baseline power level. Pick a system you want to boost and select a level you want to boost it to from level 1 up to level 4. Multiply that system's effects or stats by the amount shown in the column that the system you are boosting falls under. You then have to drop another system down to a negative level equal to the level you raised the boosted system to, from level -1 to level -4, and multiply its effects and stats by the amount shown in its corresponding column. If you have three or more boost compatible high energy systems plus enough power points to power them all and you boost a system two or more levels you can choose to spread the drained levels across them rather than just lowering the level of one system. <br /><br />If you have more high-energy systems then power points to use on them all, you can also use a power shunt to provide some level of power to these systems. For every level you drop a powered system, raise the unpowered one up one level treating level -4 as being unpowered. <br /><br />Different kinds of systems are affected in different ways when feed more power. There are three ways a system can be boosted. Systems are either affected in a linear way, by the square root of the increase in power, or by the cube root of the increase. Though there are some systems that can be affected in more than one way, for example increasing the engine power of a craft in atmosphere will increase its thrust linearly but it's top speed will only increase by the square root of it. <br /><br />Because of this the shunting chart shown below is broken down into three columns with each one corresponding to one of the ways a system can be affected by a power shunt.<br /> <br /><br /><b>Power Shunt Chart</b><br />Power Level: This column shows the range of settings you can set a systems power level to; from a level of -4 up to a level of +4 with a power level of 0 being the normal operating level for a given system. Each level represents an power increase or decrease of 25% with a level of +4 being a doubling of power and a level of -4 being no power.<br /><br /> <br />Colum 1: Square Root<br />These systems are affected by the square root of the set power level. <br /><br />-Kinetic energy weapons or beam weapons if you are using the square root of destruction optional rule (<i><b>Alternate Spaceships</b></i>, <i><b>Pyramid 3-24 Alternate GURPS</b></i>, pg. 9).<br /><br />-Top speed of jet and ornithopter powered aircraft.<br /><br /><br />Column 2: Cube Root<br />These systems are affected by the cube root of the set power level. <br /><br />-Beam weapons if you are using the standard rules.<br /><br />-Top speed for helicopters and surface water and underwater craft. <br /><br /><br />Column 3: Linear <br />These systems are affected by a one to one increase in the set power level. <br /><br />- Contragravity lifters.<br /><br />-For any types of propulsion and FTL systems not covered in other columns.<br /><br />-Shields. <br /><br />-Factory and Mining/Refinery output.<br /> <br /> <br /><i><b>Power Level Square Root Cube Root Linear </b></i><br /><span style="color: #f3f3f3;"><span style="background-color: #3d85c6;">-4 ×0 ×0 ×0<br />-3 ×0.5 ×0.6 ×0.25</span></span><br />-2 ×7 ×0.8 ×0.5<br />-1 ×0.9 ×0.9 ×0.75<br /><span style="color: #f3f3f3;"><span style="background-color: #3d85c6;">0 ×1 ×1 ×1<br />+1 ×1.12 ×1.1 ×1.25</span></span><br />+2 ×1.22 ×1.14 ×1.5<br />+3 ×1.32 ×1.21 ×1.75<br /><span style="background-color: #3d85c6;"><span style="color: #f3f3f3;">+4 ×1.4 ×1.25 ×2 </span></span> <br /><br /><br /><br />On a sheet or paper or spreadsheet write down the power level column as you see above and set up a different column for each high powered system that can be power shunted then under them multiply their base effects by the multipliers under the column the column that corresponds to the given system.<br /><span style="color: #3d85c6;"><i><br />For Example: Let's say you have a SM +5 space fighter that has two linear systems, a hot TL 11 reactionless thruster and a TL 11 deflector screen and one cube root system, a 10MJ major battery. It's stats would be be affected as below:</i></span><br /><br /><i><b>Power Level Hot Reactionless Deflector Screen Major Battery </b></i> <br /><span style="background-color: #3d85c6;"><span style="color: #f3f3f3;">-4 0 0 0 <br />-3 0.5G 5 dDR 2d+2 (2)</span></span> <br />-2 1G 10 dDR 3d+1 (2) <br />-1 1.5G 15 dDR 3d+2 (2) <br /><span style="background-color: #3d85c6;"><span style="color: #f3f3f3;">0 2G 20 dDR 4d (2) <br />+1 2.5G 25 dDR 4d+2 (2) </span></span> <br />+2 3G 30 dDR 4d+2 (2) <br />+3 3.5G 35 dDR 5d-1 (2) <br /><span style="background-color: #3d85c6;"><span style="color: #f3f3f3;">+4 4G 40 dDR 5d (2) </span></span> <br /><br /><br /><span style="font-size: medium;"><b>Longer Term Effect</b></span><br />While in most combat situations keeping track of how long you shunt extra power into a system is not needed; however if you are doing this during a long chase or similar situations you do risk straining or even blowing out a system if you run it a higher output then i';s normally rated for for too long. <br /><br />You can run most systems for a minute or get off 10 shots in succession (at a weapons full ROF) without any issues but for every minute or 10 shots afterwards you need to make a HT roll. On success the system is fine. On a failure, the systems safeties kick in and shut the system down for 1d minutes per minute/10 shots the system was used. On a failure of 5 or more the system is damaged in the shut down procedure and will not work again until repaired (see Damage Control, <i><b>GURPS Spaceships</b></i> pg. 64). On a critical failure the power was too much for the system to handle and it blew out completely. It is a total wash and needs to be replaced. <br /><br />If you let the system rest for 30 seconds per minute/10 shots it is boosted it cools back down to normal uses and can be used for 1 minute/10 shots without needing a HT check again. <br /><br /><br /><span style="font-size: medium;"><b>Hotshotting and Power Shunting </b></span><br />If used, these rules also replace the normal hotshot rules (<i><b>GURPS Ultra-Tech</b></i> pg. 133). It is assumed that the more robust power supplies as well as the fact that the weapon can tap into the vehicle's cooling system allows it to fire at a higher output far more safely then you could with a small arm.<br /></p><br />TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com6tag:blogger.com,1999:blog-6054141897010475376.post-49950349407282723132020-12-25T13:05:00.003-06:002020-12-25T13:05:49.331-06:00Merry Christmas to all my knirschenmeisters!<p></p><br /> Happy holidays every one. Hope you're all chillin' with the loved ones and being all merry and stuff. <p></p><p><br /></p><p>And from the bottom of deep, dark, dank, heart:</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS6Jq8PZztUgQKT21ORrULzq1c_QpoVlHzewAGzVOI4OY6XdDRtU2SXCYfAhgX9e9YRQAxS1cORc6TkaG9qrF3lVoXj95uQoXtUYCJx2bGAu588ctjxPlVGSKWQnUTyFHUBCkW5VOUNlM/s510/20201225_130330.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="453" data-original-width="510" height="355" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS6Jq8PZztUgQKT21ORrULzq1c_QpoVlHzewAGzVOI4OY6XdDRtU2SXCYfAhgX9e9YRQAxS1cORc6TkaG9qrF3lVoXj95uQoXtUYCJx2bGAu588ctjxPlVGSKWQnUTyFHUBCkW5VOUNlM/w400-h355/20201225_130330.png" width="400" /></a></div><br /><p><br /></p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com0tag:blogger.com,1999:blog-6054141897010475376.post-53051292037122344932020-12-13T20:27:00.004-06:002023-10-01T21:20:10.165-05:00 Ultra-Tech Firepower: Wolden & Hawks PDW-7P, 8mmAADR (TL 9)<p><b>Note: Slight update</b></p><p> GURPS forum user Kale made the great suggestion of allowing the forward grip be swapped with a tac light which I should of included from the state. Good call man. He also suggested adding the option of adding a small 20 gauge shotgun in lieu of an idea I had off adding in a really small grenade launcher earlier in my concept phase for this gun. I was looking into maybe adding something like the S&W Governor but then it dawned on me that 15mm gyroc was about the same size as a 20 gauge so I went with that idea instead. Also another forum user by the name Say, it isn't that bad! has said that my stat lines are coming in weird for him. Well I looked into ways to fix it and it looks like Blogger has made it easier to add tables (the last time I tried it was so finicky that I gave up and have been hand adjusting stat lines since) so I have updated the PDW-7P's stat line to have a proper table. It's still wonky AF but hopefully it's more stable. <br /><br /></p><p><br /></p><p><i><span style="font-size: medium;"><b>Wolden & Hawks PDW-7P, 8mmAADR (TL 9)</b></span></i><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSZyNB4kObmZgSJBXCra23rH-SiLCRgQLe17E9Enge2xYrAn2VPAaAp9IvJePW0Qbr7qge4JKXCM_pFIqR_0ts3QbIfML8smX1jDZ5Up4nnvjDAdIk9Mb3GmpkcmOFyMoiAHXDOfG0FAU/s810/20201213_200804.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="451" data-original-width="810" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSZyNB4kObmZgSJBXCra23rH-SiLCRgQLe17E9Enge2xYrAn2VPAaAp9IvJePW0Qbr7qge4JKXCM_pFIqR_0ts3QbIfML8smX1jDZ5Up4nnvjDAdIk9Mb3GmpkcmOFyMoiAHXDOfG0FAU/w400-h223/20201213_200804.png" width="400" /></a></div>The PDW-7P was the first fully in-house developed firearm designed by Wolden and Hawks, a very successful gun modding studio run by Greager Wolden and Carter Hawks. With furthering social unrest and increased attacks and kidnapping attempts on high value corporate exec, research engineers, and politicians the team saw a chance to fill the growing need for a compact and easy to conceal high rate of fire weapon that can also defeat most forms of soft body armor to sell to the growing private security firm sector. <br /><p></p><p>Deigning the actual firing platform was the easy part. Based on interviews with potential clients, Wolden & Hawks only took seven design iterations to come up with the PDW-7P. It was to be handy in closed in fighting situations and with a strong emphasis on making it very easy to holster or conceal and extremely reliable (treat as Fine( Reliable)) so that it didn't jam or fail to feed in the middle of fight. This lead to the weapon being no larger then a heavy pistol (hence the 7P, seven for the seventh design iteration and P for pistol form factor) with a somewhat boxy appearance do to it having an integrated P90 style forward grip in front of the trigger guard which incorporated an ambidextrous fire control selector (which could be switched between safe, semi-auto, 3-round limited burst, and full auto) and a built in telescoping collapsible stock (one ready maneuver to collapse or pull out the stock). This let it be stored and used as readily a normal pistol but with a flick of the selector allowed it to instantly transition into a machine pistol or if better stability and accuracy was needed the stock could be extended turning it into a full on submachine gun. While the weapon only used a standard iron sight and smart gun electronics to keep the weapons bulk down, it did have a top mounted modular rail so buyers could add their own sighting options if needed. The forward half of the forward grip can be removed and replaced with either a tactical flashlight (50 yard beam, $100, 1 A/8hrs. See <i><b>High-Tech</b></i> pg. 52) or a under barrel Holdout Gyroc, 15mm (see <i><b>Ultra-Tech</b></i> pg. 144 and 145)<br /></p><p>The hard part was what to chamber it in. Feedback had reviled a desire to have penetration levels near what the 5.7mmCL could do in a full sized SMG but given that the PDW-7P had a normal pistol length barrel there was not many round that could fit the bill and they were going to have to make their own custom cartridge. After several rounds of simulations and testing they found that a high-pressure round based on a heavily modified 9mmCL cartridge would suit their needs. The base round was necked down to 7.92mm with a 6 gram bulk amorphous tungsten cored projectile. To push for a high muzzle velocity a a higher pressure propellant block was used with a light composite coating applied to the block making it semi-caseless. This coating would briefly contain the expanding gas when the round was fired further increasing the chamber pressure bumping the muzzle energy up by roughly 9.3%. The composite coating is then burned up and ejected out the barrel with the rest of the propellant residue. Between the high velocity and dense core, this gives the round nearly 10mm of penetration of RHA equivalent. Given that the round was close enough to 8mm and its primary purpose it was christen the 8mm Advanced Armor Defeating Round. <br /></p><p>The PDW-7P originally only came with a conventional sized doubled stacked pistol magazine capable of holding 20 rounds to help with concealment but W & H eventually developed a 33 round extended mag (0.5 lbs, $20) after customer receiving enough customer feed back asking for the option. A third party developed 100 round C-mag (2 lbs, $160. An integrated A cells powers drum for up to 1,000 rounds. Worsens bulk by -1) also became available but W & H strongly recommend against its use as they viewed it as unreliable (drop Malf. to normal while loaded with this magazine) and the amount of extra bulk it added to the platform was over all incompatible with the weapons concept. <br /></p><p>The excellent performance of the weapon however came with a high cost per round which was further impacted by the 8mmADD's production being limited to just its flagship platform. But despite this sales have been have been at lest steady with many of the major private protection firms buying at lest a limited test of the weapon. This has also lead to other firearm manufacturers to start to take note of the round which may lead to further adoption driving costs down further. <br /></p><p> </p><p><b>GUNS (SMG) (DX-4, or most other Guns at -2)</b><br /></p><br /><table style="width: 100%;">
<tbody><tr>
<th><span style="font-size: x-small;"><i>TL</i></span></th>
<th><span style="font-size: x-small;"><i>Weapon</i></span></th>
<th><span style="font-size: x-small;"><i>Damage</i></span></th>
<th><span style="font-size: x-small;"><i>Acc</i></span></th>
<th><span style="font-size: x-small;"><i>Range</i></span></th>
<th><span style="font-size: x-small;">Weight</span></th>
<th><span style="font-size: x-small;"><i>ROF</i></span></th>
<th><span style="font-size: x-small;"><i>Shots</i></span></th>
<th><span style="font-size: x-small;"><i>ST</i></span></th>
<th><span style="font-size: x-small;"><i>Bulk</i></span></th>
<th><span style="font-size: x-small;"><i>Rcl</i></span></th>
<th><span style="font-size: x-small;"><i>Cost</i></span></th>
<th><span style="font-size: x-small;"><i>LC</i></span></th>
<th><span style="font-size: x-small;"><i>Notes</i></span></th>
</tr></tbody></table><table style="background-color: #0b5394; width: 100%;"><tbody>
<tr><th><span style="font-size: xx-small;"><span style="color: #eeeeee;">9</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;">PDW-7P,</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;"> 4d-1 (2) pi-</span></span></th>
<th><span style="color: #eeeeee; font-size: xx-small;">3</span><br /></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;">220/2,400</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;"> 2.5/0.3</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;"> 12</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;">20 +1 (3)</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;">5†</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;">-3</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;"> 2</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;">$890/$18</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;">2</span></span></th>
<th><span style="font-size: xx-small;"><span style="color: #eeeeee;">[1, 2, 3]</span></span></th>
</tr></tbody></table>
<table><tbody><tr><th><br /></th><th> <br /> </th>
<th><span style="background-color: #0b5394;"><span style="font-size: xx-small;"><span style="color: #eeeeee;">8mmAADR</span></span></span></th></tr></tbody></table>
<p>[1] With the stock collapsed Acc drops to 2, ST changes to 7, and bulk goes down to -2 and can be used with the GUNS (PISTOL) skill instead. </p><p>[2] With drum mag ST becomes <span style="font-size: small;">6</span><span style="font-size: small;"><span>†</span></span><span style="font-size: small;"><span> with stock, 8 with the stock collapsed. <br /></span></span></p><p>[3] Accessory rail. <br /></p><p><b>8mmAADR</b><br /></p><p><b>TL WPS CPS</b></p><p><span style="background-color: #0b5394;"><span style="color: #eeeeee;">9 0.015 $0.52 </span></span><br /></p><p><br /></p><br />TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com1tag:blogger.com,1999:blog-6054141897010475376.post-54669904793494136862020-11-16T12:34:00.003-06:002020-11-19T14:58:44.006-06:00Ultra-Tech Firepower: The LGIP LAA-88, 88mmRL<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3OS1Uji5BSwwjtwA-7Z4NS45NQX5xOF1ZLSSjDYgj330wM_atp2ahSH8QgLY78YfZ1oK4dVV1Sv3R-gr1E8OnlQU-wIRJm8OB-zQuIsPfOlTfFpcLwj7vYJSwp1wXau7HuKdvcOnHzZM/" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="" data-original-height="341" data-original-width="512" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3OS1Uji5BSwwjtwA-7Z4NS45NQX5xOF1ZLSSjDYgj330wM_atp2ahSH8QgLY78YfZ1oK4dVV1Sv3R-gr1E8OnlQU-wIRJm8OB-zQuIsPfOlTfFpcLwj7vYJSwp1wXau7HuKdvcOnHzZM/" width="320" /></a></div><b><i><div><b><i>Note: When I first uploaded this post I used the wrong formula when figuring the ammunitions price making them cost a lot more then they should of. The listed prices are now correct. <br /></i></b></div><div><b><i><br /></i></b></div><div><b><i><br /></i></b></div>LGIP LAA-88, 88mmRL (TL 9) </i></b><br /><p></p><p>Even with ultra-tech advances in missile technology many militaries still have the need for a simple, accurate, and relatively cheap man portable heavy direct fire support platform. The Belgium developed Limburg Geavanceerde Industriële Productie (Limburg Advanced Industrial Manufacturing) Light Anti-Material 88 millimeter recoilless rifle was developed to fill that niche.</p><p>The LAA-88 follows a fairly conventional shoulder launch design that took advantage of advancements in material manufacturing to build the main body out of composite fiber wrapped around a rifled barrel made of titanium alloy. This kept the weapons weight down while maintaining a long barrel life (rated for 1,500 shots before needing to be discarded) without major increase in manufacturing cost. Also while not a true <span class="aCOpRe"><span>Rarefaction Wave Gun, it does use a similar but simpler gas pressure trapping system to reduce the amount of wasted motive energy normally present in recoilless designs and increase the weapons muzzle without needing more propellant. </span></span>At its rear is a proprietary advanced variable aperture venturi which helps break up the weapons backblast cutting its force by almost a third. To handle the weapon it features an ergonomic integrated forward grip, trigger assembly and adjustable shoulder rest made of high impact polymer. It also has a detachable 0.9lbs 4× IR scope with integrated targeting computer and standard smart gun electronics (+2 Acc from scope, +3 Acc from laser rangefinder, range 5,000 yards, +2 to Guns (LAW)*, 1B/10hrs). While it can be used by a single operator (doubles how long it takes to reload) it more optimally used with a two man crew with one carrying and firing the weapon and the other loading it and carrying the ammunition.<br /></p><p>Like all reoilless rifle ammunition the 88mmRL rounds are actually rifled cannon rounds and not rockets. This means a reoilless round leaves the barrel its peak velocity as allowing it to reach a higher muzzle velocity over all and making them more accurate then a rocket. The round further increases muzzle velocity to over twice that of earlier models not only through its launch platforms pressure trapping system but through the use of higher energy explosives based propellant. They weigh 4.4lbs which include a counter mass made of high surface area to mass plastic flakes designed to decelerate quickly further helping to contain its backblast. The ammunition is rear loaded into the LAA-88 opening the sealing lock just before venturi and then twisting it open, sliding in the round, twisting it back down, and then closing the sealing lock. <br /></p><p>Besides Shaped-Charge rounds (in table), it could also fired HE (7d×4(0.5) cr with a 5d×5 [4d+1] cr ex follow up), MF-DC (Multiple Fletch-Dense Cored, 1d(2) pi-, ROF 1 × 1,100 ), SAP-E2 which is designed to penetrate into a target like a bunker before setting off a powerful Thermobaric explosive (Semi-Armor Piercing-Enhanced Effect, 7d×4 cr with a 5d×10 cr ex follow up. Divide crushing explosive damage by [2 × distance in yards from center of blast]), Electromagnetic Smoke (9 yard radii, lasts for 1 to 4 minutes. Takes 9 seconds to fully deploy.), and flare (900 yards radii, lasts for 5 minutes) rounds. </p><p> LGIP also offers more advanced version of its range of 88mmRL rounds which use an nano-optic array and added control surfaces similar to the the type used in their range of 15 and 30mm Gyrocs which allows the rounds to make course corrections to greatly increase the weapons accuracy. These increase the rounds Acc to 7 but triple the cost. <br /></p><p>Backblast: 1d+1 cr <br /></p><p> </p><p><i>GUNS (LAW) (DX-4 or most other Guns at -4)</i><br /></p><p><span style="font-size: x-small;"><i>TL Weapon Damage Acc Range Weight ROF Shots ST Bulk Rcl Cost LC Notes </i> </span><br /></p><p><span style="font-size: x-small;"><span style="color: #f3f3f3;"><span style="background-color: #3d85c6;">9 LAA-88, 88mmRL 5d×11(10) cr inc 5 +2 10/2,700 13.9/4.4 1 1(4) 8† -7 1 $2,700 1 [1, 2]</span></span><br /></span></p><p><span style="background-color: #3d85c6;"><span style="color: #f3f3f3;"><span style="font-size: x-small;"> <i>Linked </i>6d×2 [4d+1] cr ex</span></span></span></p><p><br /></p><p>[1] Hazardous backblast (see description).</p><p>[2] First Range figure is <i>minimum </i>range, not 1/2D.</p><p><br /></p><p><br /></p><p>TL Ammo WPS CPS LC</p><p><span style="color: #f3f3f3;"><span style="background-color: #3d85c6;">9 88mmRL Shaped Charge 4.4 $280 1<br /></span></span></p><p><span style="color: #f3f3f3;"><span style="background-color: #3d85c6;">9 88mmRL HE 4.4 $250 1</span></span><br /></p><p>9 88mmRL MF-DC 4.4 $440 1</p><p><span style="color: #f3f3f3;"><span style="background-color: #3d85c6;">9 88mmRL SAP-E2 4.4 $500 1</span></span></p><p><span style="color: #f3f3f3;"><span style="background-color: #3d85c6;">9 88mmRL Electromagnetic Smoke 4.4 $310 1</span></span></p><p>9 88mmRL Flare 4.4 $280 1</p><p><br /></p><p><br /></p><p>*Uses the Specialized Targeting Programs optional rule from <i><b>Future Soldier</b></i>, <i><b>Pyramid 3-55 Military Sci-Fi</b></i>. This program is specialized to work only with this weapon dropping the Complexity for a +2 to Guns down from Complexity 4 to a Complexity 2 program. $250.</p>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com2tag:blogger.com,1999:blog-6054141897010475376.post-55358341153545745042020-06-13T13:49:00.003-05:002020-06-13T13:49:34.349-05:00Ultra-Tech Firepower: Salvo Explosively Impelled Munitions<a href="http://futurewarstories.blogspot.com/">Future War Stories </a>is one of the many blogs that I frequent. If you already are a reader of this blog then you probably aren't to terribly surprised by this fact. If this is the first time hearing about it, it's a real good resource on speculative military science fiction and a gold mind for ideas. So go check it out. <br />
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Well, a few days ago I was looking something up and one of the sites that came up during the google search was one of the posts on this blog. I read it over and then I come across this glorious lil' GIF below.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZpXa6lCebn-zJ15CUn-tEypxEiNk8BsdEXDrZdvCZlNqNdaWqjXejL90gHBthgpmpME5YaZ2x0lUuGVaVorcfzyM0csnRXutlKzxsLRals2dkaZaoIpTw0xOA54g6UjLrdru3p4JOkLk/s1600/krjuw5F.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="258" data-original-width="550" height="299" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZpXa6lCebn-zJ15CUn-tEypxEiNk8BsdEXDrZdvCZlNqNdaWqjXejL90gHBthgpmpME5YaZ2x0lUuGVaVorcfzyM0csnRXutlKzxsLRals2dkaZaoIpTw0xOA54g6UjLrdru3p4JOkLk/s640/krjuw5F.gif" width="640" /></a></div>
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Ahhhhh, Elysium. Not the greatest movie but oh boi! The visuals and designs work in this movie, largely down but the undeniably talented Aaron Beck (for another example of his work see my last post). But man! Look at that shot! That is one brilliantly render blast wave. Of course... sadly, there is no way in hell you can get a blast that big with a bullet that small (in universe it's just a modified AK-47 firing airbursting 7.62×39mm rounds). Not even with Ultra-Tech explosives like TL 11 Advanced Nuclear Isomer warheads (<a href="http://www.warehouse23.com/products/pyramid-number-3-slash-51-tech-and-toys-iii"><i><b>Ultra-Tech Too</b></i>, <i><b>Pyramid 3-51 Tech & Toys III</b></i></a>) can you get a blast like that! But... the idea did get my noggin' joggin'. What if instead of using the explosives as the primary means of damaging the target, the blast was instead used to enhanced and boost the effects of the projectiles kinetic effect? Well you get maybe an little over the top but cool (and probably possible with mature TL 9 tech) new toy to play with! <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhx-n28dwkxo7CcIpsrWBBV8UlOPT2kFgk364rZD-lcrEMklRLQ6X15nGaoHvwnpVl9MtsqxU-ffl6TAWloOMXcxip4wpFEMZa9_RZNbRW37n1b96QHhJQ7OJWEiDvZiIdMszGzTYwSFd8/s1600/DroneKill2a_2.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="297" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhx-n28dwkxo7CcIpsrWBBV8UlOPT2kFgk364rZD-lcrEMklRLQ6X15nGaoHvwnpVl9MtsqxU-ffl6TAWloOMXcxip4wpFEMZa9_RZNbRW37n1b96QHhJQ7OJWEiDvZiIdMszGzTYwSFd8/s400/DroneKill2a_2.jpg" width="400" /></a><i><b>Salvo Explosively Impelled Munition (SXIM) (TL 9)</b> </i> <br />
SXIM projectiles are composed of eight somewhat sword shaped dense cored flechettes fused together around an shape charge explosive and a ladar based proximity fuse. Before firing the shooter must take a ready action to lase a target and feed ranging data to the proximity fuse. After that the weapon can be fired on the shooters next turn. The fired rounds then streaks towards the target and at a precise range (based on the amount of explosives used) the shape charge will go off using the explosive force to both break apart the flechettes as well give them an extra "kick" boosting their kinetic energy. Do to their design this does cutting damage with a (2) armor divisor. Also against a lased target, the firing weapons has it effective ROF changed to n×8 (with n being the number of shots fired) and it's rcl changed to 1. If no target is designated the round will instead point detonate when it strikes a target that gives it enough resistance (DR or HP 2+ for hard objects or more then 4HP or more resistance for most living things). When a round point detonates it does the weapons original piercing damage ×1.5 with an (2) armor divisor plus explosive damage if the round is powerful enough to cause significant effect. Also if firing undesignated, use the weapons original ROF and rcl.<br />
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Detonation Range is how far from the target the round goes off. This is unimportant for most rounds but for larger rounds the blast effect could be large enough to effect a relevant effect. A Range of C means it goes off in the same hex as the target. <br />
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<span style="color: #073763;">__________________________________________________________________________________</span><br />
<i><b><span style="font-size: large;">SXIM Warhead Table</span></b></i><br />
<i><b>Warhead Damage Detonation Range</b></i><br />
<span style="background-color: #073763;"><span style="color: white;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">7mmCL 3d+1 (2) cut C</span></span></span><br />
<span style="background-color: #073763;"><span style="color: white;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">10mmCL 4d-1 (2) cut C</span></span></span></span><br />
<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">10mmCLR 5d-1 (2) cut C</span></span></span><br />
<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">15mmCL 8d (2) cut C</span></span></span><br />
<span style="background-color: #073763;"><span style="color: white;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">18.5mmPC 2d+2 cut C</span></span></span></span></span></span></span><br />
<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="background-color: #073763;"><span style="color: white;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">20mmPC 1d-4 cr ex + linked 3d+2 (2) cut C</span></span></span> </span></span></span></span><br />
<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">20mmCL 1d-4 cr ex + linked 9d+2 (2) cut C</span></span></span></span><br />
<span style="background-color: #073763;"><span style="color: white;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">20mmCLH 1d-4cr ex + linked 8d×2 (2) cut C</span></span></span></span></span></span></span><br />
<span style="background-color: #073763;"><span style="color: white;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">25mmCL 1d-3 cr ex + linked 5d+1 (2) cut 1</span></span></span></span></span></span></span></span><br />
<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">100mmCL 4d cr ex + linked 5d×16 (2) cut</span> 2</span></span></span></span></span><br />
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<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">Add +1 per die to both crushing explosive damage and cutting damage at TL 10-12. SXIM rounds are five times normal cost. </span></span></span></span></span><br />
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<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">And here's how to stat up SXIM rounds for any gun. </span></span></span></span></span><br />
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<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">Blast Damage </span></span></span></span></span><br />
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<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">First figure the Warhead's Weight </span></span></span></span></span><br />
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<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">Weight = Caliber in mm</span></span></span></span></span><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><sup>3</sup> × 0.000002</span></span></span></span></span><br />
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<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">Blast Damage = √ (warhead wight) × 9.9. Divide the product by 3.5 to get the dice of damage. For most small arms blast damage can be safely ignored</span></span></span></span></span><br />
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<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">Flechette damage = Base bullet damage × 0.53. Does cutting damage with an (2) armor divisor. </span></span></span></span></span><br />
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Detonation range = √(blast damage)<br />
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<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">If target is lased the firing weapons stats are adjusted as follow: </span></span></span></span></span><br />
<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">ROF becomes n × 8</span></span></span></span></span><br />
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<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;">Rcl becomes 1. </span> </span></span></span></span><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"><span style="color: black; font-family: "arial"; font-size: 13px; font-style: normal; font-weight: normal; text-decoration: none;"> </span> </span> </span> </span><br />
Enjoy!<br />
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<style type="text/css"><!--td {border: 1px solid #ccc;}br {mso-data-placement:same-cell;}</style>TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com8tag:blogger.com,1999:blog-6054141897010475376.post-49398646762933381472020-06-06T12:08:00.003-05:002020-06-06T12:08:55.499-05:00Ultra-Tech Firepower: Epoch Systems BE^2-HV/380 20mm Autocannon <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq8qWlBNRVozZyM-EnTAPigwcU5_3wB8MDsrC7cdxqetz-YLk42Ffu2HwtQ-MV1FVo6vd3lXvaphs-j0Xknqsm03iht6Wt8R270UJIRLEjDCYqbodg2_IYW10se6vFcHfT1fagYabhIXE/s1600/Autocannon.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq8qWlBNRVozZyM-EnTAPigwcU5_3wB8MDsrC7cdxqetz-YLk42Ffu2HwtQ-MV1FVo6vd3lXvaphs-j0Xknqsm03iht6Wt8R270UJIRLEjDCYqbodg2_IYW10se6vFcHfT1fagYabhIXE/s640/Autocannon.jpg" width="640" /></a></div>
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<b>Epoch Systems BE<sup>2-</sup>HV/380 20mm Autocannnon, 20mmCLH (TL 9) </b><br />
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Designed by Epoch Systems, the Ballistic Enhanced Effect-High Velocity Model 380 (BE<sup>2</sup>-HV/380, generally called Bee Hive) is a high powered 20mm autocannon designed for increased after armor effects against light to medium armored targets. It fires the heavy, high velocity 20mmCLH round with an APIS (Armor Piercing Individual Salvo) warhead which is a specially designed APDS round that deploys three bulk amorphous tungsten cored penetrators in a triplex arrangement uniquely designed for this weapon platform.<br />
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The BE<sup>2</sup>-HV/380 counts as having a heavy barrel for the purposes of sustained fire and and can fire up to 2,000 shots in a sustained burst, 1,000 shots in a rapid burst, and 500 in a assault burst. See <i><b>GURPS High-Tech</b></i> pg. 85-86 for further information on sustained fire. <br />
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Originally designed for light tanks and IFVs, the BE<sup>2-</sup>HV/380 has also seen use as main arm for light mecha and cyber assault platforms. If used by a mecha or a limbed cyber platform, the weapon is set up in a "rifle form" configuration with Acc 5, loaded weight 211 lbs., and ST 19† if used with two or more arms or ST 27 if used one armed.<br />
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The BE<sup>2</sup>-HV/380 is fed from a 60 round helical drum magazine loaded at the bottom of the weapon. While designed from the ground up to fire the 20mmCLH APIS round, it can also fire a APEP round (DMG 5d×10 (2) pi++, Range 3,230/15,000, ROF 10, Rcl 2) as well a newly developed version of the APIS round that replaces the tungsten penetrators with triplex APHEX rounds, the APIS-EX round (DMG 7d×3 (2) pi++ with 1d-2 [1d] cr ex follow up, Range 540/2,400). While never fielded in normal use, a standard 20mmCLH would do Dam 6d×5 pi++, Range 1,600/7,200, ROF 10, and Rcl 2. <br />
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<span style="font-size: small;"><i><b>GUNNER (MACHINE GUN) (DX-4 or other Gunner at -4)</b></i></span><br />
<i><b><span style="font-size: x-small;">TL Weapon Damage Acc Range EWt. ROF Shots ST Bulk Rcl Cost LC</span> </b></i><br />
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"><span style="color: white;"><span style="background-color: #073763;"><span style="font-size: x-small;">9</span></span></span></span><span style="color: white;"><span style="background-color: #073763;"><span style="font-size: x-small;"> BE<sup>2</sup>HV</span></span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"><span style="color: white;"><span style="background-color: #073763;"><span style="font-size: x-small;">, 20mmCLH 6d×5 (2) pi+ 6 1,600/7,200 133/78 10×3 60+1(5) 24M -10 1 $102,000/$300 1</span></span></span> </span></div>
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<i><b><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 11pt; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">TL Ammo WPS CPS LC</span></b></i></div>
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<span style="color: white;"><span style="background-color: #073763;"><span style="font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">9 20mmCLH APIS 0.5 $90 1</span></span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">9 20mmCLH 0.5 $10 2 </span><br />
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">9 20mmCLH APED 0.5 $70 1</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"><span style="color: white;"><span style="background-color: #073763;">9 20mmCLH APIS-EX 0.5 $240 1 </span></span> </span></div>
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TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com0tag:blogger.com,1999:blog-6054141897010475376.post-75968899734537314662020-05-21T14:55:00.001-05:002020-05-21T14:57:22.387-05:00Ultra-Tech Ultra-Gear: Energy Converging ArmorForce fields are a stable of Sci-Fi. They let you throw around bigga-joules worth of firepower across the screen and give a hand wavy way of letting ships survive the impacts.<br />
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Of course some setting realize that if force fields are a thing, there are other things you can do with them. For example some works like Star Trek use force fields as "structural <span class="st">integrity </span>fields" to reinforce a ships hull against high G maneuvers. Others use them to show off significantly advanced aliens by having elevators and walk ways made out of force fields, some will have entire structures made out of "hard light". <br />
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Though one fairly obvious clever use of force field tech seems to go unnoticed is using them to reinforce actual armor. In fact the only settings that pop to my mind or the energy conversion armor from Macross and Bonded Superdesne armor from Traveller.<br />
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Oh.... and there is one other setting... what was it again? Oh yeah, Luke Campbell's work in progress RPG setting <a href="http://panoptesv.com/RPGs/Settings/VergeWorlds/TheVerge.php">VergeWorld</a>. Go check it out. Oh and to convert numbers into something more familiar to GURPS players a Row Shift follows the 1.5, 2, 3, 5, 7, 10 progression, a weapons penetration stat is just GURPS average damage and so on. <br />
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But with that plug out of the way, I mean if you can reinforce a crafts frame with an integrity field why not also boost it's armor? Well ask why not no more since below you will find my take on how to SWAG your armor! <br />
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<span style="font-size: large;"><b>Energy Converging Armor (TL10^)</b></span><br />
Energy Converging Armor (ECA) is a tech level 10^ development that uses an advanced soliton wave amplifier generator (SWAG) that sends out rapid pulse of powerful electromagnetic waves to to reinforce specially modified laminate armor. Against kinetic attacks this effect increases the effective hardness the armor helping it shatter incoming ballistic rounds or resit deformation against collisions or explosions. Against energy weapons, the electromagnetic field helps shunt the beams energy over a wider area decreasing its penetrating power.<br />
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While expensive and needs a power source to work, this system can triple or more the protection a given layer of armor provided once powered.<br />
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This system must be integrated into the armor that uses it and can not be added on later.<br />
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There are three types of ECA.<br />
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Standard (also called light) ECA: Triples the DR a given laminate armor provides, drains 0.35kw per pound of armor per second of activation (Uses 1pp per 2 armor system if using with Spaceships). 5 times the cost of the base armor.<br />
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Heavy (or reinforced) ECA: Provides up to six times the DR, drains 0.7kw per pound or armor (Uses 1pp per armor system if using with Spaceships). 50 times the cost of the base armor.<br />
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Advanced (or layered) ECA: Provides up to 12 times the DR, drains 1.4kw per pound of armor (uses 2pp per armor system if using with Spaceships). 100 times the cost of the base armor.<br />
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In all cases the base armor must be either be advanced nano-laminate, diamondoid laminate, or Hyperdense laminate.<br />
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See this <a href="http://gurb3d6.blogspot.com/2016/11/power-to-players.html">post </a>on how to power the armor.<br />
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See this <a href="http://gurb3d6.blogspot.com/2018/04/spaceships-ultra-quickie-even-more.html">post </a>on how to add advanced nano-laminate, diamondoid laminate, or Hyperdense laminate to Spaceships.<br />
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If less power is available or the operator needs to conserve power, the amount the ECA increases armor can be reduced to a minimum of of 1.5× the armor base DR.This lowers the power drain by a proportional amount.<br />
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Example: A unit equipped with 3,000lbs of Heavy ECA is starting to drain their power cells a little to much so they drop the increased protection it grants from six times as much to just two times as much. This reduces the power drain from 2.1MW to 2/6th as much or 700kw.<br />
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It takes a ready action to turn off or on ECA or to adjust it's protection level.TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com2tag:blogger.com,1999:blog-6054141897010475376.post-26403858386541652302020-05-19T09:26:00.000-05:002020-05-21T14:56:20.919-05:00Ultra-Tech Ultra Quickie: Frag Out!Quick update to get my creative ball rolling again.<br />
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In <i><b>GURPS 4th edition</b></i> an explosives fragmentation damage has been tied to the diameter of the warhead that carries it, that is the warheads diameter (in millimeters)/20. Now this works good enough in most cases but some warheads are designed to create an enhanced or heavier fragmentation effect. Below I cover two warhead options to get more fragmentation bang for your buck. See this <a href="http://gurb3d6.blogspot.com/2017/03/warheads-r-us.html">post </a>for even more <i><b>Ultra-Tech</b></i> warhead options.<br />
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<b>High Explosive Enhanced Fragmentation Warhead (HEEF) (TL 9) </b><br />
This warhead uses either a thicker or denser case to create an enhanced fragmentation effect with greater penetration and wounding potential. Due to the stronger case, the warheads blast effect is reduced.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXnNx0B2Og-xa_EDRiXwhGWGAFNC_IzE4rMnamiKHJBf2oXwXSsWoFkgsKLYh8BiLtComkpKUAy1c0WaIWwIgeIh92pnpGALtXY1Y0yVOODWTJa6erdQI8W2YoFbZwFzq44B6fybDl780/s1600/Screen-Shot-2018-10-29-at-11.23.50-PM-min-730x430.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="188" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXnNx0B2Og-xa_EDRiXwhGWGAFNC_IzE4rMnamiKHJBf2oXwXSsWoFkgsKLYh8BiLtComkpKUAy1c0WaIWwIgeIh92pnpGALtXY1Y0yVOODWTJa6erdQI8W2YoFbZwFzq44B6fybDl780/s320/Screen-Shot-2018-10-29-at-11.23.50-PM-min-730x430.png" width="320" /></a> Blast effect damage is figured as the square root (warhead weight)×19.8. Divide the product by 3.5 to get dice of damage. Damage is crushing explosive.<br />
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Fragmentation damage is figured as Warhead Diameter (in millimeters)/12 in dice of damage. Damage is cutting fragmentation damage.<br />
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Add +1 per die to the crushing explosive damage at TL10-12. This warhead is only available for 15mm or larger. Double normal cost.<br />
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HEEF projectiles, with the exception of hand grenades, that are built at TL 9 or higher can incorporate a programmable fuse that can be set for either impact or, if the target is at least 40 yards away or farther, for proximity detonation see<i><b> Ultra-Tech</b></i> pg. 154. Grenades and satchel charges with HEEF warheads inflict the damage shown below. When set for impact detonation,guns and launchers with HEEF warheads inflict their normal piercing damage with a (0.5) armor divisor, plus a follow-up attack causing the damage shown below.<br />
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<i><b>HEEF Table</b></i><br />
<b>Warhead Damage</b><br />
15mm 1d-2 cr ex [1d+1]<br />
18.5mm 1d-1 cr ex [1d+2]<br />
25mm 1d cr ex [2d]<br />
30mm 1d+1 cr ex [2d+2]<br />
40mm 2d cr ex [3d+1]<br />
64mm 4d cr ex [5d+1]<br />
100mm 8d cr ex [8d+1] <br />
130mm 12d cr ex [11d-1]<br />
160mm 8d×2 cr ex [6d×2]<br />
400mm 4d×16 cr ex [5d×7]<br />
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<b>Continuous Rod Warhead (TL 9) </b><br />
This is a special type of High Explosive Enhanced Fragmentation Warhead. A Continuous Rod Warhead surrounds the explosives with a bundle of metal rectangular rods welded to one another at the top and bottom in an alternating pattern.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3aVOe-K3Oz9R_lRrSnjKrM9IOmXjI0AWdRMRBkgufQ27yulif5oqeBwt_EJw21Ln68LaaNCYOUtiXAUnM0jedYgP4vMDB4GoeY4dDDGBl5K-jBva30cDrJYsYYSuAHlsnAcqNQe0ASAw/s1600/CRWarheadTest.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3aVOe-K3Oz9R_lRrSnjKrM9IOmXjI0AWdRMRBkgufQ27yulif5oqeBwt_EJw21Ln68LaaNCYOUtiXAUnM0jedYgP4vMDB4GoeY4dDDGBl5K-jBva30cDrJYsYYSuAHlsnAcqNQe0ASAw/s320/CRWarheadTest.jpg" width="320" /></a>When the warhead goes off, the bundle of rods are propelled outward in an expanding ring, unfolding like a circular accordion gate.This effect not only greatly increases the warheads lethality against thin skinned targets, though it is less effective against thicker skinned or armored targets. Up until the ring finally breaks apart it is far more likely to hit targets within its effective range then standard fragments (with hit probability dropping at a rate of 1/R rather than 1/R<sup>2</sup> as for conventional fragments).<br />
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Even after the ring breaks the rods are still dangerous and have the hit probability of a normal fragmentation warhead.<br />
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While effective, Continuous Rod Warheads are more complicated and expensive to build then normal fragmentation warheads. They are also more effective with larger warheads (the first production warhead was the early TL 7 710mm RIM-8 Talos with a 30 yard effective range!). <br />
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A Continuous Rod Warhead has similar effects to a High Explosive Enhanced Fragmentation Warhead only the fragments have an armor divisor of (0.5) and fragmentation has both a primary and a secondary threat range.
In the primary threat range the chance of scoring a hit is increased.<br />
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The fragments still hit with a skill of 15 but penalties do to range to the target are ignored. Primary threat range is fragment dice of damage × 0.5 yards.<br />
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In the secondary threat range use the normal fragmentation rules with the exception that you trace the range from the end of the primary threat range when figuring range penalties- not the center of the blast.<br />
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Blast effect damage is figured as the square root (warhead weight)×19.8. Divide the product by 3.5 to get dice of damage. Damage is crushing explosive.<br />
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Fragmentation damage is figured as Warhead Diameter (in millimeters)/12 in dice of damage. Damage is cutting fragmentation damage with a (0.5) armor divisor.<br />
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Add +1 per die to the crushing explosive damage at TL10-12. This warhead is only available for mm 64mm or larger. Five times normal cost.<br />
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Continuous Rod projectiles are always set for proximity detonation- see<i><b> Ultra-Tech</b></i> pg.
154.<br />
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<i><b>Continuous Rod Warhead Table</b></i> <br />
<b>Warhead Damage Effective/Secondary </b><br />
64mm 4d cr ex [5d+1] 3 yrd./26 yrd.<br />
100mm 8d cr ex [8d+1] 4 yrd./41 yrd. <br />
130mm 12d cr ex [11d-1] 5 yrd./54 yrd.<br />
160mm 8d×2 cr ex [6d×2] 6 yrd./60 yrd.<br />
400mm 4d×16 cr ex [5d×7] 18 yrd./175 yrd.<br />
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TheRyujinLPhttp://www.blogger.com/profile/09300092562838705620noreply@blogger.com21