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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri May 25, 2012 6:33 pm Post subject: |
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Pulse rifle sounds like a shotgun to me, but I could see how you could interpret it as an explosion-type weapon. _________________ Blasted rules. Why can't they just be perfect? |
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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Sun May 27, 2012 2:48 am Post subject: |
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Google search Nock volley gun. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun May 27, 2012 3:52 am Post subject: |
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Thanks! That's about the idea, save that it's a breech-loader, and I've resisted the urge to make it a .50, barely...
With the accuracy of modern rifles and the narrow spread of my gun, I doubt it would be effective against multiple targets, but I suppose I should do the math on that at some point... _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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Posted: Sun May 27, 2012 7:21 am Post subject: |
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now im curious as to what kind of damage you guys would think this "scatter gun" would do.
basically what kind of damage would 6x .223 remington rounds fire linked together do? _________________ Aim low, shoot high
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun May 27, 2012 3:45 pm Post subject: |
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I'm thinking a little more than the standard fire-linking bonus, seeing as shot placement is so crucial to damage done in real life, and this gun has a large pattern. Also because at shorter ranges the terminal ballistic patterns would overlap to create a large cylinder of destroyed tissue which would cause massive internal bleeding. Not so good against armor, though. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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Posted: Sun May 27, 2012 8:26 pm Post subject: |
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the .223 rem/5.56x45mm nato round always sucked against armor and it was never that great against the fleshy bits. however, it is great against small game animals. but since we are talking about a sci fi rifle that will shoot 6 at once, it might be more damaging... _________________ Aim low, shoot high
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun May 27, 2012 8:58 pm Post subject: |
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For the historical origins of what you propose, look here.
Of course, if you want to get really nasty, you could have all of the fired projectiles be guided or homing in some fashion, so that, rather than simply shooting off on a ballistic course, they all home in on a designated target (the same target or multiples). _________________ "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.
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun May 27, 2012 9:10 pm Post subject: |
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thedemonapostle wrote: | the .223 rem/5.56x45mm nato round always sucked against armor and it was never that great against the fleshy bits. however, it is great against small game animals. but since we are talking about a sci fi rifle that will shoot 6 at once, it might be more damaging... | Yeah, at longer ranges, when it doesn't have the impact energy to fragment a bullet, it doesn't do all that much unless you hit a vital organ. If you do hit a vital organ, though, it tends to work pretty well. With this gun you have 6 or 7 chances to hit something important, so I could see it potentially doing one extra D over and above the fire-linked damage rating of so many rounds. _________________ 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: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun May 27, 2012 9:16 pm Post subject: |
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Fallon Kell wrote: | thedemonapostle wrote: | the .223 rem/5.56x45mm nato round always sucked against armor and it was never that great against the fleshy bits. however, it is great against small game animals. but since we are talking about a sci fi rifle that will shoot 6 at once, it might be more damaging... | Yeah, at longer ranges, when it doesn't have the impact energy to fragment a bullet, it doesn't do all that much unless you hit a vital organ. If you do hit a vital organ, though, it tends to work pretty well. With this gun you have 6 or 7 chances to hit something important, so I could see it potentially doing one extra D over and above the fire-linked damage rating of so many rounds. |
And this is Star Wars, after all, so why does the bullet have to be limited to a simple metal slug. Give it an explosive tip or something exotic that does major damage. _________________ "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.
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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon May 28, 2012 12:27 am Post subject: |
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WH40K is a good place to start, especially the Dark Heresy books, as they cover a lot of different specialized ammunitions, with incendiary rounds, homing rounds, bolts (mass-reactive explosive tips that detonate inside the target), psi-rounds (when embedded in a psychically gifted target, they disrupt the target's ability to use psychic powers), chem-delivery darts, homing device tags, etc. _________________ "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: Mon May 28, 2012 2:58 am Post subject: |
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I have always been partial to concussion mini-missiles, available at great expense. If that doesn't float your boat, there is potential for nerve agents, tiny tazers, radioactive rounds, angry little robots, and of course bio weapons. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon May 28, 2012 3:27 am Post subject: |
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What I really dont understand is why anyone would want such a thing..
Wouldnt it be better with a fast automatic weapon? I feels like you have to lug around with a clunky weapon to use in very narrowly defined situations.. Also, given the fact that you dont have control over where the bullets hit in a spray pattern, no one might get hit even if you aim dead on at some range. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Mon May 28, 2012 12:43 pm Post subject: |
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If that was the case, then Shotguns would have gone out of style a long time ago. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon May 28, 2012 1:33 pm Post subject: |
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Don't forget the coolness factor. Star Wars is filled with ideas that are not particularly practical, but they look good while they do whatever they do. _________________ "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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