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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 12, 2011 10:11 pm Post subject: |
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Not sw.. In many other movies they do reload..sometimes with much frequency (die hard!) _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Apr 12, 2011 11:25 pm Post subject: |
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Yeah, but more often you get the guy with a revolver shooting a dozen or more times without reloading (see Raiders of the Lost Ark), or someone with a SMG or assault rifle blasting away all day long on full auto with a 20 or 30 round box magazine.
Reloading in movies is not realistic at all. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16346 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Apr 12, 2011 11:34 pm Post subject: |
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David Drake is one of my favorite military Sci-Fi authors, and a lot of the tech he features makes for some interesting conversion ideas. In this case, in his novel Redliners, the primary military sidearm is called a Stinger. It's essentially a hand-held rail gun that fires a 10-grain projectile at extreme velocities. I've researched the size of a grain, and the only thing I can figure is that a 10-grain projectile is roughly the size of the projectile for a pellet gun.
The key here is that the gun fires the projectile at such high velocity that being hit with one at close range is like taking a grenade at point blank range, and the size of the projectile means that the weapon is capable of carrying a large ammunition supply (a shoulder arm Stinger carries 1,000 rounds fully loaded). The only drawback would be the lack of a stun setting. Here's a my on-the-fly stat conversion:
Name: Drake Armaments SKE-33
Type: Personal Firearm
Scale: Character
Skill: Firearms
Auto Fire: 2D
Range: 3-50/100/300
Damage: 6D @ Point Blank, 5D @ Short, 4D @ Medium, 3D @ Long
Ammunition: 1,000 (fired in bursts of 10 rounds on Auto Fire) _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Apr 13, 2011 1:14 am Post subject: |
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I have an NPC that uses a railgun anti-materiel rifle. It fires a small caliber projectile at a little more than 5,000 feet per second. No grenade-like blasts, but he also doesn't have plasma trails from surface heating giving away his position. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16346 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Apr 13, 2011 1:42 am Post subject: |
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Fallon Kell wrote: | I have an NPC that uses a railgun anti-materiel rifle. It fires a small caliber projectile at a little more than 5,000 feet per second. No grenade-like blasts, but he also doesn't have plasma trails from surface heating giving away his position. |
Mine isn't really a grenade blast either, just a small projectile that inflicts massive damage from pure kinetic impact. In Redliners, atmospheric interference degrades the effectiveness of stinger projectiles the further out you get, so that while they would splatter a human target at point blank range, at longer ranges they do little more than a good punch, and the soldiers have to compensate by using hand-held rockets for long range work. Larger vehicles come equipped with "coil-guns" that operate on the same principle as stingers, only with larger rounds. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Apr 13, 2011 3:00 am Post subject: |
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crmcneill wrote: | Fallon Kell wrote: | I have an NPC that uses a railgun anti-materiel rifle. It fires a small caliber projectile at a little more than 5,000 feet per second. No grenade-like blasts, but he also doesn't have plasma trails from surface heating giving away his position. |
Mine isn't really a grenade blast either, just a small projectile that inflicts massive damage from pure kinetic impact. In Redliners, atmospheric interference degrades the effectiveness of stinger projectiles the further out you get, so that while they would splatter a human target at point blank range, at longer ranges they do little more than a good punch, and the soldiers have to compensate by using hand-held rockets for long range work. Larger vehicles come equipped with "coil-guns" that operate on the same principle as stingers, only with larger rounds. |
Id say that gun would have one hell of a recoil!! _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Apr 13, 2011 3:16 am Post subject: |
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ZzaphodD wrote: |
Id say that gun would have one hell of a recoil!! |
Mine sure does. It weighs 30+ Kg for a reason! _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16346 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Apr 13, 2011 3:44 am Post subject: |
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ZzaphodD wrote: | Id say that gun would have one hell of a recoil!! |
Coil guns or stingers? The only coil gun seen in use was turret mounted on an APC, and going strictly off memory, I don't recall whether stingers had much of a kick (although some other weapons in the story kicked like a mule on steroids). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Yasriia Sub-Lieutenant
Joined: 15 Aug 2010 Posts: 54
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Posted: Wed Apr 13, 2011 8:00 am Post subject: |
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The stinger sounds a bit weird. Grain-sized projectiles sound like a shotgun
Either the projectile is aerodynamic to reach those high velocities without spinning. But an aerodynamic projectile with such a high velocity will have some difficulties to "apply" the kinetic energy to its target, without just passing through the target.
Or it has some kind of a flat nose (like HP ammo) to inflict damage. But then it won't travel that far because the projectile will start to spin and then anything can happen.
All in all an autofire burst of 10 rounds (10 rounds out of 1000 equals by the way the 100 rounds of a blasterrifle, which is quite high, as mentioned earlier in this thread) wouldn't inflict much damage.
Besides micrometeoroids came to my mind. They are small, have extremly high velocities and even a space suit offers some protection for persons. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Apr 13, 2011 8:34 am Post subject: |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16346 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Apr 13, 2011 10:35 am Post subject: |
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Bren wrote: | IIR, it was a actually a type of Gauss Gun rather than a railgun. |
Aren't the two basically the same thing? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Wed Apr 13, 2011 10:47 am Post subject: |
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crmcneill wrote: | Aren't the two basically the same thing? |
Nope.
A Gauss Gun uses magnetic coils to accelerate a projectile like a maglev train.
http://en.wikipedia.org/wiki/Coilgun
A Railgun uses two electrically charged rails and a conductive projectile...
http://en.wikipedia.org/wiki/Railgun _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16346 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Apr 13, 2011 10:52 am Post subject: |
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Ah. Learn something new everyday. IIRC, the stingers were actually Gauss guns. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Apr 13, 2011 11:29 am Post subject: |
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crmcneill wrote: | David Drake is one of my favorite military Sci-Fi authors, and a lot of the tech he features makes for some interesting conversion ideas... | Powerguns are also pretty cool and they look/act a bit more like a sci-fi ray gun or blaster. http://en.wikipedia.org/wiki/Hammerverse |
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Henrik.Balslev Commander
Joined: 22 Apr 2006 Posts: 278 Location: Denmark
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Posted: Wed Apr 13, 2011 11:37 am Post subject: |
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one of my favorite weapons of Sci-fi has always been the Gauss/Rail rifle - it fires a bullet at supersonic speeds using magnetic coils to propel the bullet - the only gamesystem in ever saw it in was GURPS Ultratech, which btw is a great source of inspiration for weapons. _________________ -
It is not bigotry to be certain we are right; but it is bigotry to be unable to imagine how we might possibly have gone wrong.
G. K. Chesterton (1874 - 1936) |
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