TL11 Slugthrowers
TL |
Weapon |
Damage |
Acc |
Range |
Weight |
RoF |
Shots |
ST |
Bulk |
Rcl |
Cost |
LC |
9 9 9 9 9 11 |
ETC Heavy Pistol, 10mmCLP with APHC with APDS with APEP (w/o +1 per/die) with APEP (w/ +1 per/die) with APHD |
4d+2 pi+ 4d+2(2) pi 5d+2(2) pi 4d+2(3) pi 5d+2(3) pi 4d+2(5) pi |
2
|
270/3,500 270/3,500 405/5,250 540/7,000 540/7,000 270/3,500 |
2.5/0.7 |
3 |
20+1(3) |
10 |
-2 |
3 |
$1,080 |
3 2 1 1 1 1 |
9 9 9 9 9 11 |
ETC Storm Carbine, 10mmCL with APHC with
APDS with
APEP (w/o +1 per/die) with
APEP (w/ +1 per/die) with APHD |
10d+2 pi+ 10d+2(2) pi 13d+1(2) pi 10d+2(3) pi 13d+1(3) pi 10d+2(5) pi |
4 |
1,050/3,150 1,050/3,150 1,575/4,725 2,100/6,300 2,100/6,300 1,050/3,150 |
8/2 |
10 |
50+1(3) |
10† |
-4 |
3 |
$3,600 |
2 2 1 1 1 1 |
9 9 9 9 9 11 |
ETC Storm Chaingun, 10mmCLR with APHC with
APDS with
APEP (w/o +1 per/die) with
APEP (w/ +1 per/die) with APHD |
13d+2 pi+ 13d+2(2) pi 17d+1 (2) pi 13d+2(3) pi 17d+1(3) pi 13d+2(5) pi |
5 |
1,950/8,700 1,950/8,700 2,925/13,050 3,900/17,400 3,900/17,400 1,950/8,700 |
20/6 |
10 |
60(5) |
11B† |
-6 |
3 |
$22,000 |
1 1 1 1 1 1 |
TL |
Weapon |
Damage |
Acc |
Range |
Weight |
RoF |
Shots |
ST |
Bulk |
Rcl |
Cost |
LC |
10
11 11 |
Gauss
Pistol, 4mm boosted velocity with
APHD boosted velocity |
3d(3)
pi- 3d+3(3)
pi- 3d(5)
pi- 3d+3(5)
pi- |
3 |
500/2,100 650/2,730 |
2/0.5 |
3 |
40(3) |
9 |
-2 |
2 |
$1,700 |
3 3 1 1 |
10
11 11 |
Gauss
Rifle, 4mm boosted velocity with
APHD boosted velocity |
6d+2(3)
pi- 8d+1(3)
pi- 6d+2(5)
pi- 8d+1(5)
pi- |
7 |
1,200/4,800 1,560/6,240 |
8.5/1.4 |
12 |
60(3) |
10† |
-4 |
2 |
$7,100 |
2 2 1 1 |
10
11 11 |
Portable
Railgun, 10mm boosted velocity with
APHD boosted velocity |
5dx3(3)
pi+ 19d+1(3)
pi+ 5dx3(5)
pi 19d+1(5)
pi |
7 |
3,000/12,000 3,900/15,600 |
20/1.5 |
3 |
25(3) |
10† |
-6 |
3 |
$18,000 |
1 1 1 1 |
Let's see. At LC3, the Gauss pistol deals 10.5 points of damage on average, or 13.5 if boosted. This is actually decent against the monocrys suit - the only LC3 armor on the list, and is better than the ETC Heavy Pistol without armor-piercing armor. Injury against living targets, however, will be worse.
At LC2, the Gauss rifle deals 23 points of damage on average, or 29 if boosted. This works decently even against light clamshells.
At LC1, the portable railgun deals 52.5 points on damage on average, or 67.5 if boosted. It shreds through combat hardsuits with ease, but has trouble penetrating a dreadnought battlesuit.
TL |
Weapon |
Damage |
Acc |
Range |
Weight |
RoF |
Shots |
ST |
Bulk |
Rcl |
Cost |
LC |
10 10 10 10 10 10 10 10 11 11 |
Gauss
Pistol, 4mm boosted velocity with
APHC with
APHC (boosted) with
APDS with
APDS (boosted) with
APEP with
APEP (boosted) with
APHD with
APHD (boosted) |
3d+3 pi 4d+2 pi 3d+3(2)
pi- 4d+2(2)
pi- 4d+2(2)
pi- 5d+2(2)
pi- 3d+3(3)
pi- 4d+2(3)
pi- 3d+3(5)
pi- 4d+2(5)
pi- |
3 |
500/2,100 650/2,730 500/2,100 650/2,730 750/3,150 975/4,095 1,000/4,200 1,300/5,460 500/2,100 650/2,730 |
2/0.5 |
3 |
40(3) |
9 |
-2 |
2 |
$1,700 |
3 3 2 2 1 1 1 1 1 1 |
10 10 10 10 10 10 10 10 11 11 |
Gauss
Rifle, 4mm boosted velocity with
APHC with
APHC (boosted) with
APDS with
APDS (boosted) with
APEP with
APEP (boosted) with
APHD with
APHD (boosted) |
8d+1 pi 10d+2 pi 8d+1(2)
pi- 10d+2(2)
pi- 10d+2(2)
pi- 13d+1(2)
pi- 8d+1(3)
pi- 10d+2(3)
pi- 8d+1(5)
pi- 10d+2(5)
pi- |
7 |
1,200/4,800 1,560/6,240 1,200/4,800 1,560/6,240 1,800/7,200 2,340/9,360 2,400/9,600 3,120/12,480 1,200/4,800 1,560/6,240 |
8.5/1.4 |
12 |
60(3) |
10† |
-4 |
2 |
$7,100 |
2 2 2 2 1 1 1 1 1 1 |
10 10 10 10 10 10 10 10 11 11 |
Portable
Railgun, 10mm boosted velocity with
APHC with
APHC (boosted) with
APDS with
APDS (boosted) with
APEP with
APEP (boosted) with
APHD with
APHD (boosted) |
19d+1
pi+ 24d+2
pi+ 19d+1(2)
pi 24d+2(2)
pi 19d+1(2)
pi 24d+2(2)
pi 19d+1(3)
pi 24d+2(3)
pi 19d+1(5)
pi 24d+2(5)
pi |
7 |
3,000/12,000 3,900/15,600 3,000/12,000 3,900/15,600 4,500/18,000 5,850/23,400 6,000/24,000 7,800/31,200 3,000/12,000 3,900/15,600 |
20/1.5 |
3 |
25(3) |
10† |
-6 |
3 |
$18,000 |
1 1 1 1 1 1 1 1 1 1 |
TL |
Weapon |
Damage |
Acc |
Range |
Weight |
RoF |
Shots |
ST |
Bulk |
Rcl |
Cost |
LC |
11 |
Heavy Rainbow Laser Pistol |
4d(3) burn |
6 |
900/2,700 |
3.3/2C |
10 |
56(3) |
6 |
-2 |
1 |
$2,400 |
3 |
11 |
Heavy X-Ray Laser Pistol |
4d(5) burn sur |
6 |
17/50 mi. |
3.3/2C |
10 |
56(3) |
6 |
-2 |
1 |
$4,800 |
3 |
11 |
Heavy Blaster Pistol |
4d(5) burn sur |
5 |
500/1,500 |
3.3/2C |
3 |
33(3) |
6 |
-3 |
1 |
$5,600 |
3 |
11^ |
Heavy Plasma Pistol |
10d(2) burn ex |
4 |
500/1,500 |
3.3/2C |
3 |
33(3) |
9 |
-3 |
2 |
$5,600 |
3 |
11^ |
Grav Minineedler |
2d(10) imp inc |
1 |
50/200 |
0.1/0.03 |
4 |
100(3) |
3 |
-1 |
1 |
$200 |
3 |
11 |
Rainbow Laser Rifle |
6d(3) burn |
12 |
2,000/6,000 |
8/Dp |
10 |
83(5) |
7† |
-4 |
1 |
$8,000 |
2 |
11 |
X-Ray Laser Rifle |
6d(5) burn sur |
12 |
40/120 mi. |
8/Dp |
10 |
83(5) |
7† |
-4 |
1 |
$16,000 |
2 |
11 |
Blaster Rifle |
6d(5) burn sur |
10+2 |
700/2,100 |
10/2C |
3 |
10(3) |
7† |
-4 |
1 |
$18,000 |
2 |
11^ |
Plasma Battle Rifle |
3dx5(2) burn ex |
8+2 |
750/2,250 |
10/2C |
3 |
10(3) |
10† |
-4 |
2 |
$18,000 |
2 |
11^ |
Grav Needle Rifle |
4d(10) imp inc |
10 |
2,000/6,000 |
6/1 |
20 |
1,000(3) |
8† |
-3 |
1 |
$10,000 |
2 |
11 |
Dinosaur Rainbow Laser |
8d(3) burn |
12 |
4,000/12,000 |
9/Dp |
1 |
35(5) |
7† |
-5 |
1 |
$9,000 |
1 |
11 |
X-Ray Dino Laser |
8d(5) burn sur |
12 |
72/220 mi. |
19/Dp |
1 |
35(5) |
10† |
-5 |
1 |
$38,000 |
1 |
11 |
Heavy Blaster |
8d(5) burn sur |
10+4 |
1,200/3,600 |
20/Dp |
3 |
20(5) |
10† |
-6 |
1 |
$40,000 |
1 |
11^ |
Heavy Fusion Gun |
20d(2) burn ex |
8+4 |
1,000/3,000 |
20/Dp |
3 |
20(5) |
15† |
-6 |
2 |
$40,000 |
1 |
11^ |
Sniper Grav Gun |
8d(10) imp inc |
11 |
4,000/12,000 |
10/1 |
3 |
1,000(3) |
9† |
-4 |
1 |
$18,000 |
1 |
At TL11, we have rainbow lasers, x-ray lasers, blasters, plasma guns, and grav guns. As we can see on the tables, TL9-10 slugthrowers actually are pretty good with LC1 options, as they are comparable to LC1 TL11 weapons. On higher LCs, of course, "native" TL11 weapons become much better than the "outdated" ones. All this means that in military sci-fi games, it should be okay to combine different tech levels or have conflicts between factions of different tech levels. What I said here even applies to TL12.
But let's diversify the lineup and add some 3e guns that didn't make it to 4e. I've already covered them before, but I decided to change some numbers. I believe that now they fit well with other weapons and are comparable to them in terms of power.
Hypervelocity Guns
Guns (Pistol) (DX-4, or most other Guns at -2) | ||||||||||||
TL | Weapon | Damage | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | LC |
11^ | Crystal Pistol | 6d(0.5) pi++ | 2 | 300/1,000 | 3/0.2 | 3 | 20(3) | 8 | -2 | 2 | $400 | 3 |
11^ | HV-Pistol | 4d(5) pi++ inc | 2 | 1,000/3,000 | 4/1.2 | 5/12# | 100(3) | 9 | -3 | 2 | $5,000 | 3 |
Guns (SMG) (DX-4, or most other Guns at -2) | ||||||||||||
11^ | Crystal SMG | 6d+2(0.5) pi++ | 3 | 500/1,600 | 4.8/0.3 | 6 | 30(3) | 8† | -3 | 2 | $2,200 | 2 |
Guns (Rifle) (DX-4, or most other Guns at -2) | ||||||||||||
11^ | Crystal Carbine | 7d(0.5) pi++ | 4 | 600/2,000 | 7/0.5 | 12 | 60(3) | 11† | -4 | 2 | $3,200 | 2 |
11^ | HV-Rifle | 7d(5) pi++ inc | 5 | 2,000/5,000 | 15/2.2 | 7/16# | 200(3) | 12† | -5 | 2 | $18,000 | 1 |
At TL11, magnetic acceleration allows hand-held weapons to shoot projectiles at almost relativistic speeds. At those velocities, even a relatively small projectile has both great penetration and damage. The speed that allows these weapons to defeat heavy armor also cause massive hydrostatic shock in human beings. The results are not pretty.
These weapons fire small missiles; thus, they can hold large amounts of ammunition. Hypervelocity guns can hold their own against most beam weapons, and are not affected by the countermeasures that work against lasers. The fact that they do not use chemical propellants makes them immune to chemscanners.
Crystal Guns: This civilian weapon is designed to insure maximum lethality on unarmored humans or animals while keeping penetration of walls and armored personnel to a minimum. They are popular aboard starships. Crystal guns (crysguns for short) fire magnetized crystal beads at hypersonic speeds. The beads do massive damage to human flesh – a torso shot is almost always lethal; limb shots usually cripple the target. Furthermore, the beads will not penetrate any target with rigid armor greater than DR 5 (including solid walls); the glass bead shatters against those targets, doing [1d-4] cutting fragmentation damage to any person within 2 yards of impact. If the target had rigid DR 1-4 or any flexible DR, then overpenetration does not occur (p. B408). Crystal guns are powered by power cells. The weapon’s power cell provides enough energy for firing its specified number of Shots, and is included in the weight. Crystal pistol is powered by a B cell, and all other weapons are powered by a C cell.
HV-Guns: Hypervelocity guns fire metal slugs at enormous speeds. They offer almost as much penetration as a solid burst from an X-ray rifle. If the gun penetrates a metal wall (the side of an armored car, for instance), it will cause fragmentation when it comes out, due to its high speed: [1d-2] cutting in a 3-yard radius. Inside a vehicle, this fragmentation can damage systems and injure the crew. HV-guns are powered by power cells. The weapon’s power cell provides enough energy for firing its specified number of Shots, and is included in the weight. HV-pistol is powered by a C cell, and HV-rifle are powered by two C cells.
HV-guns are able to fire high-cyclic controlled bursts (p. HT83). HV-pistol fires bursts of three rounds, and HV-rifle fires bursts of four rounds.
Hypervelocity Ammo |
||||
11^ |
Crystal
Round |
0.002 |
0.1 |
3 |
11^ |
Hypervelocity
Round |
0.01 |
0.15 |
3 |
I was thinking that by TL11-12 one possibly can made APHEX round with hyperdense penetrator and antimatter charge.
ReplyDeleteWell, a antimatter bullet wouldn't really need to be AP... a 10mm M/AM BOOM bullet would do about 7.6 kt worth of damage (assuming about 50% efficiency for a M/AM warhead) or 6d×5,516 cr ex linked with 6d×5,130 burn ex rad sur (assuming the normal GURPS blast rules... which should really be cube root at this scale). The penetration power of the bullet is barely a rounding error at this point.
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