Ultra-Tech: Modern BFG9000
We all know and love the classic BFG9000, but its modern (Doom 3 and 4) variant is easier to use, has less unique mechanics, looks less cool, but is deadly as ever. Let's take a look!
BEAM WEAPONS (RIFLE) (DX-4, or other Beam Weapons-4,
or Guns (Rifle)-4)
TL
|
Weapon
|
Damage
|
Acc
|
Range
|
Weight
|
RoF
|
Shots
|
ST
|
Bulk
|
Rcl
|
Cost
|
LC
|
10^
|
BFG9000 (modern)
|
10d(2)-40d(2) burn ex
|
4
|
750/2,250
|
35/Dp
|
1
|
16(5)
|
15†
|
-8
|
2
|
$3,365,000
|
1
|
rays 10d(2) burn
|
3
|
500/1,500
|
10
|
1
|
When you
fire a BFG9000, you fire a primary projectile that travels at Move 20 towards
the target. The primary projectile moves at the start of your turn. Since it is
a relatively slow projectile, other creatures are able to intercept it. If a
creature enters the hex with the primary projectile, or if the projectile moves
through a hex occupied by a creature, it might be hit by the projectile. Use
the Hitting the Wrong Target (B389)
rules. Additionally, the original target can move away during the projectile’s
flight. Thus, the shot will be considered a miss, if the target is not
immobilized as it further than 20 yards from you, and to hit you will have to
use the Hitting the Wrong Target
(B389) rules. Creatures can even deliberately intercept the primary projectile,
using Slam (B371) rules as if the
projectile has SM-4. The chip (SM-8) itself can be shot and detonated in flight
if it is dealt at least 5 points of damage!
The primary projectile contains a
computer chip that identifies targets via an IFF interrogator (See GURPS Ultra-Tech, page 151) and fires
secondary rays each second after it completes its move for the turn at enemies
within 20 yards. It tries to split its fire as much as possible – if there are
10 enemies within 20 yards, and then it will fire 1 ray at each one of them. If
there are more, then it fires at 10 closest to it. If there are fewer enemies,
it increases its RoF, starting from the closest targets, up to the maximum of
10. Thus, if there is only one eligible target, it is going to make a RoF 10
attack against it.
You can charge the BFG9000. If you
take a Ready maneuver to charge it up, and then take the Attack maneuver on the
next turn, then the primary projectile will deal 20d(2) burn ex damage. If you
charge it for two turns in a row, it will deal 30d(2) burn ex damage. If you
charge it for three turns in a row, it will deal 40d(2) burn ex damage. If you
charge it for five seconds in a row, the weapon explodes, dealing 50d(2) burn
ex damage!
Cost Justification
Let’s
use Metatronic Generators from Pyramid #3-46. First we’ll have to stat
the attack up using advantages. I wasn’t sure on some of the modifiers, but
it’s just an approximation.
BFG9000 [673]: Alternative Attacks:
-
1 Charge [345/5=69]: Burning Attack 10d (Accurate 1,
+5%; Armor Divisor (2), +50%; Extra Recoil, Rcl 2, -10%; Increased Range, x50,
+50%; Nuisance Effect, Slow, -30%) [83] + Burning Attack 10d (Armor Divisor
(2), +50%; Cosmic, Spraying with no Angle Limit, +50%; Cosmic, Spraying with no
Recoil, +50%; Increased Range, x50, +50%; Rapid Fire, RoF 10, +100%) [200];
-
2 Charge [343/5=69]: Burning Attack 20d (Accurate 1,
+5%; Armor Divisor (2), +50%; Extra Recoil, Rcl 2, -10%; Increased Range, x50,
+50%; Limited Use, 8/day, Fast Reload, -5%; Nuisance Effect, Slow, -30%; Takes
Extra Time 1, -10%) [150] + Burning Attack 10d (Armor Divisor (2), +50%;
Cosmic, Spraying with no Angle Limit, +50%; Cosmic, Spraying with no Recoil,
+50%; Increased Range, x50, +50%; Limited Use, 8/day, Fast Reload, -5%; Rapid
Fire, RoF 10, +100%; Takes Extra Time 1, -10%) [193];
-
3 Charge [398/5=80]: Burning Attack 30d (Accurate 1,
+5%; Armor Divisor (2), +50%; Extra Recoil, Rcl 2, -10%; Increased Range, x50,
+50%; Limited Use, 5/day, Fast Reload, -5%; Nuisance Effect, Slow, -30%; Takes
Extra Time 2, -20%) [210] + Burning Attack 10d (Armor Divisor (2), +50%;
Cosmic, Spraying with no Angle Limit, +50%; Cosmic, Spraying with no Recoil,
+50%; Increased Range, x50, +50%; Limited Use, 5/day, Fast Reload, -5%; Rapid
Fire, RoF 10, +100%; Takes Extra Time 2, -20%) [188];
-
3 Charge [455]: Burning Attack 40d (Accurate 1, +5%;
Armor Divisor (2), +50%; Extra Recoil, Rcl 2, -10%; Increased Range, x50, +50%;
Limited Use, 4/day, Fast Reload, -10%; Nuisance Effect, Slow, -30%; Takes Extra
Time 2, -20%) [270] + Burning Attack 10d (Armor Divisor (2), +50%; Cosmic,
Spraying with no Angle Limit, +50%; Cosmic, Spraying with no Recoil, +50%; Increased
Range, x50, +50%; Limited Use, 4/day, Fast Reload, -10%; Rapid Fire, RoF 10,
+100%; Takes Extra Time 2, -20%) [185].
The
device seems to be close to Portable (SM -2), so let us use it. For TL8 we get
the cost of $1,346,000. To get the TL10 cost, we multiply it by x2.5 and get $3,365,000.
A very expensive gun!
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