Ultra-Tech: BFG9000
Sometimes you need a big gun. And do you know a gun bigger than BFG9000 from Doom? Here's my attempt to convert it to GURPS and this is probably the case where you shouldn't convert the exact mechanist and just stat it up as a cone attack, but I decided to try to make it closer to the original source. Some numbers probably should be tweaked, mechanics simplified, but it still works, although clunky, right?
BFG9000
BEAM WEAPONS (RIFLE) (DX-4, or other Beam Weapons-4,
or Guns (Rifle)-4)
To fire a
BFG you have to take a Ready maneuver to charge it up and an Attack maneuver on
the next turn. When you fire a BFG9000, you fire a primary projectile that
travels at Move 20 towards the target. When it reaches the target or collides
with an obstacle or other target, the BFG9000 releases a spray of rays in a 30°
cone in the direction you are facing. Treat this as Spraying Fire (B409), but with no Recoil increase, and when
splitting up your RoF, you cannot assign more than a half of your RoF to a
single target, unless it is close enough to you (has a Size Modifier high
enough to completely counteract the range penalty, as stated in Rapid Fire vs. Close Stationary Targets
(B408)). If two or more primary projectiles reach their targets simultaneously,
the BFG9000 releases a number of spray equal to the number of primary
projectiles that have reached their targets this instant.
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.
Example
#1: Characters B, C, and D are robbing character A
in a dark alleyway; they are threatening him with knives. Character A takes out his BFG9000 and takes a
Ready maneuver to charge it up. B, C, and D stand there in shock for one second, confused by the size of the
gun.
On
his next turn, A makes an Attack
maneuver, targeting D. A has Beam Weapons (Rifle)-14, and rolls
9. Since the distance between A and D is 11 yards, A’s effective skill is lowered by 5, but it’s still enough to hit. D is within 20 yards, and that means
that the primary projectile reaches him this second. D fails his Dodge roll and is hit by the primary projectile in the
torso.
D is wearing a DR 60 clamshell armor, even though he is
just a thug. A rolls 70 damage. The
primary projectile has an armor divisor (2) and it deals 40 points of injury to
D. D fails his HT roll and falls
unconscious, barely alive. C is in 5 yards from D, so he is dealt 70/(5x5)=2 damage, but his armor absorbs it.
Then
the BFG sprays its secondary rays. A
is facing north, so it sprays rays in a 30° in that direction. Unconscious D and unharmed C are caught in the cone. Since both of them are too far to take all the rays (an SM+0 creature can only
do so at a distance of 2 yards or less), A
splits his RoF, assigning 1 shot to D
to possibly finish him off and 4 shots to C.
Note that 5 shots are wasted, because D
and C are 5 yards apart. First he
makes a RoF 1 attack against D. His
effective skill is 7 (extra -2 because D
is lying down), and he luckily rolls 7, burning the body further with a ray.
The ray’s damage is 50 with an armor divisor (2). D in dealt 20 more injury; he fails hit death roll and dies in
flames. Then A makes a RoF 4 attack
against C. He gets no skill bonus
from RoF this low and gets a -4 range penalty. A rolls 8 against his effective skill of 10, hitting with 3 shots
from 4. He rolls 39, 42, and 27 for damage. C
wears a light clamshell with DR 45, and he receives 17+19+4=40 points of
injury, which is enough to kill him on a failed HT roll. B runs away after seeing this.
Example #2: This time
the thugs engage in combat from a longer distance. A takes a Ready maneuver to charge his big gun up and makes an
Attack maneuver next turn, targeting D.
The distance between them is 27 yards (-7 range penalty), which brings A’s effective skill down to 7. But since
the primary projectile cannot cover 27 yards in one second, this shot
automatically is considered a miss for now, but will still have a chance to hit
D next turn, provided that D doesn’t move away.
But
D moves away from the projectile and
a bit closer to the shooter. B and C are not as immobile this time and move
closer to A, planning to stab him.
On
A’s turn the primary projectile
continues its flight and flies off screen, but still doesn’t collide with
anything. A runs to hide behind the
corner. B and C take the bait and follow him.
And
on A’s next turn the primary
projectile hits a wall of some building, which forces the BFG to release its
deadly rays. C is within 1 yard of A, which allows A to assign more than a half of his RoF to C. He decides to fry C
with all 10 shots, assigning 0 to B. A rolls 8 against his effective skill 16
(he gets a +2 bonus from high RoF), and hits with 9 rays. He rolls
41+30+37+35+33+27+34+42+36 damage. C
is wearing his DR 45 clamshell armor again, and he receives 18+7+14+12+10+4+11+19+13=108
points of injury and most of his body instantly turns to cinders, leaving only
some small chunks of charred flesh.
A takes a Ready maneuver to charge his BFG up again,
and it’s enough to make B run away in
terror.
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 [295]: Burning Attack 20d (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 1, -10%) [145] + Burning Attack 10d (Accessibility, Only for Spraying
Fire, -30%; Armor Divisor (2), +50%; Cosmic, No Recoil Penalty, +50%; Increased
Range, x50, +50%; Limited Use, 4/day, Fast Reload, -10%; Nuisance Effect, Only
after the primary projectile hits, -10%; Rapid Fire, RoF 10, +100%) [150]
The
device seems to be close to Portable (SM -2), so let us use it. For TL8 we get
the cost of $590,000. To get the TL10 cost, we multiply it by x2.5 and get
$1,475,000. Damn. That’s very close to vehicle mounted weapons.
*crosses this off TODO list*
ReplyDeleteGood show! Now just make a Technique that lets you smack a guy in front of you and frag the ones behind you :p