Super-Heavy TL 8 Arms

lundi 16 mars 2015

I'm looking for stats for super-heavy modern weapons and armor. I could either use existing weapon and armor tables that may be hidden away somewhere, a means of building my own tables from scratch, or a system by which I can scale up tables from the books. By "super-heavy" I mean weapons with a min-ST between, say, 20 and 500. Assume I am running a supers campaign in which there is no convention that disallows high ST supers from using modern firearms, etc. And assume that in said campaign, leading weapon manufacturers have had at least a decade to design and build weapons and armor specifically for super-ST characters. Finally, assume that the supers in the setting are the size and shape of normal humans.



I know that there are a few weapons in GURPS High-Tech that would work. But they are few and of a very limited ST range. I like PK's Heavier Weapons rule and would like something that does this with firearms. Ideally, it would address stats such as Acc, Bulk, etc. in addition to damage, weight and cost. For instance, for Bulk reasons, barrel length wouldn't scale proportionally with other aspects of the firearm. I would imagine that this would result in decreased Acc. But my knowledge of guns is almost entirely academic.



I do know that in many cases, the limiting factor will be how recoil is distributed into the environment. I would prefer not to have the supers be significantly more dense than humans. Let's assume that they are equipped with high-traction footwear and trained in firing stances that make the most of bracing to at least partially make up for the issue. Weapons would also carry large, integrated counter balances to make up for the shooter no longer serving that purpose. I would guess that even still, there would tend to be a maximum effective ST for which realistic small arms may be made.



BONUS: We can assume that the weapon wielders have protected senses vs. the light and sound from their weapons. But how would normal people suffer from these secondary effects. In other words, how do we scale up the rules in After the Firefight from GURPS Tactical Shooting pgs. 34 - 35?



Armor should be easier than weapons. But I would like to know at what DR/weight the thickness of the armor starts to penalize DX. There may also be certain hit location issues that I haven't thought of.



Obligatory inspirational images:

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Thanks to everyone in advance for the time.

Super-Heavy TL 8 Arms

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