Sunday, 12 March 2023

Gyrocs: How do they even work?

Gyrocs: How do they even work?

This is a transcript of one of my videos.

    GURPS Ultra-Tech is an infamous book, unfortunately. While some of the problems are either blown out of proportion by memes or stem from people using the book wrong, there are admittedly some things that… could’ve used another pass by the editor. One of these things is an entire weapon class – gyrocs. If you have ever played an ultra-tech game and used a gyroc, you probably asked yourself or the GM – how the hell do they even work? I’ve seen many questions asked about them on the forums, but none of the threads had any conclusive answers.
 
    Gyrocs actually appear on TL7, but become a mature technology only on TL9. The only TL7 gyroc can be found in GURPS High-Tech. Gyrocs fire miniature spin-stabilized rockets the size of bullets. The TL9 gyrocs in GURPS Ultra-Tech have a caliber size of 15mm. Due to having simple firing mechanisms, gyrocs are very lightweight, but the ammunition is heavy and expensive. They also are recoilless and quieter than normal guns. GURPS Ultra-Tech says that spotting the firer by the sound of hissing alone requires a Hearing roll. Back in the third edition, this was a Hearing-2 roll. GURPS High-Tech makes the unmodified hearing range of a gyroc shot equal to 4 yards, which is actually very quiet. Since High-Tech is more recent than Ultra-Tech, I suggest using these rules.
    The gyrocs also are less accurate than ordinary guns, have low ammo capacity, and their kinetic damage is not very high compared to what ordinary guns can achieve. However, they often are used to deliver payloads, so the damage isn’t that important here.
    Now let’s talk about the specifics of using gyroc ammunition. They take some time to accelerate: divide their piercing damage by 3 at one or two yards and by 2 at three to 10 yards. TL7 gyrocs have a different progression - divide damage by 3 at 1-7 yards, and by 2 at 8-21 yards. GURPS Ultra-Tech says that they have a flat trajectory, having a maximum range similar to the 1/2D range. The table only lists one range, but is this the maximum range or 1/2D range? Or are they the same? GURPS High-Tech says that gyrocs have no 1/2D range at all. Why is it important? Because according to the book itself, gyrocs often use homing missiles. The main thing that is relevant to us is the fact that the 1/2D range of a homing projectile becomes its speed in yards per second. Thus, if the 1/2D range and Maximum range are the same, then we will have a superfast missile that can only travel for one second. If they have no 1/2D range, then they do not work at all.
    There has been no conclusive answer about that, but I think that taking a look at GURPS Ultra-Tech 3e resolves the issue. The descriptions of viper gyrocs there states that unlike larger missiles, they will either hit or miss during the firer’s turn. If we take a look at the weapon table there, we will see the 1/2D range of 1,800 yards compared to 1,900 yards in 4e, which means that they indeed do travel that fast. I’ve seen people say on the forums that this performance is a bit too optimistic, but I don’t really care that much for realism here. Now wait a second, the 3e table also gives them a Max range! I think it would be fair to give unguided gyrocs a Max range of 2,500 yards as well – the missile runs out of fuel, but it continues to travel forward, while a homing missile will not be able to correct its course and would miss.
    I think we can borrow some other parts from the 3e rules as well. For example, infrared homing gyrocs will miss if there is a strong heat source within five yards of the path between the firer and the target. That’s a nice little detail. In addition, homing gyrocs cannot shoot around corners – their sensors are not smart enough, and maneuverability of the missile does not allow for that – they can make only minor course corrections to stay on target. In game-mechanical terms, I think it would be fair to limit the gyrocs to targets within a 30-degree angle from the direction they were fired in.
 
    Now, there’s another aspect of gyroc usage that might require clarification – using them underwater. GURPS High-Tech says that the TL7 gyroc can be used underwater at Range 10. Pyramid #3-26 expands the rules for underwater gyroc usage – you can use then at range less than 10 yards with halved Accuracy, but you would deal normal damage; outside that distance, divide the range by 100.
    All gyrocs also have their underwater variants – micro-torpedo launchers with the same stats and costs. They have a speed of 50 yards per second and a base damage of 1d-4 pi++, so they are intended to carry non-kinetic warheads.
    At TL10, you can buy supercavitating ammunition for gyrocs. They cost twice as much, but their range is divided by 20 in water, and by 2 in air.
    But that’s not all! Pyramid #3-55 briefly mentions that gyrocs can fire gytorp ammunition at TL9. Gytorps costs twice as much as a normal rocket, but has its normal range. However, it can only be used underwater. Combined with the previous options from Pyramid #3-26, this turns gyrocs into excellent underwater weapons in ultra-tech games! This is definitely a good alternative to blue-green lasers.
    It is not said anywhere, but aiming homing underwater gyrocs probably requires an Artillery (Torpedo) skill roll instead of Artillery (Guided Missile).
 
    I would also like to ramble about one other small thing. The holdout gyroc from GURPS Ultra-Tech is worn attached above the wrist. Like all other gyrocs, it uses the Guns (Gyrocs) skill to hit, but GURPS High-Tech has introduced the Guns (Wrist Gun) skill. However, gyrocs are used with the Guns (Gyroc) skill regardless of their form – pistol, rifle, carbine, or light support weapon, so maybe that skill covers wrist gyrocs as well? I know that High-Tech came out after Ultra-Tech, but it’s a small thing that bothers me.
 
                Finally, I would also like to plug some fan-made content. First of all, Pizard has reworked gyrocs using his house rules – as you can see on the table, the 1/2D range is much shorter now, and there’s also a low velocity mode. GURB has a blogpost with 30mm gyrocs that is very cool. Finally, I also made low-tech fantasy gyrocs in one of my posts.
 
             Links
 
                Pizard’s Gyrocs - http://panoptesv.com/RPGs/Equipment/Weapons/Gyroc.html
                30mm Gyroc - http://gurb3d6.blogspot.com/2018/05/ultra-tech-ultra-gear-30mm-gyroc.html
Fantasy Gyrocs - https://enragedeggplant.blogspot.com/2022/09/equipment-fantasy-gyrocs.html


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