coach Posted March 4, 2004 Report Share Posted March 4, 2004 Go here: http://www.hugi.is/hahradi/bigboxes.php?box_id=51208&f_id=969 Watch the fun clip (it is from "Monster Garage" on Discovery channel, so perfectly harmless). Now, how would you write up that gun? Quote Link to comment Share on other sites More sharing options...
Guest Kolava Posted March 4, 2004 Report Share Posted March 4, 2004 More armor piercing autofire RKA then anyone should ever need. Quote Link to comment Share on other sites More sharing options...
Blue Posted March 4, 2004 Report Share Posted March 4, 2004 Saw that episode. At 30,000 rds/minute, that thing is firing 500 rds/second. At 5 Turns in a Minute, Assuming the gunman has a 3 SPD, in order to unload 30,000 rds the gun would have to have Autofire that does 2,000 rds/phase. I think that's about a +6-1/2 Advantage. Quote Link to comment Share on other sites More sharing options...
Sociotard Posted March 4, 2004 Report Share Posted March 4, 2004 That's the suburban assault vehicle I want! I love the quote "I'm gonna put it on my nightstand, as a reminder that failing sucks" Quote Link to comment Share on other sites More sharing options...
Sociotard Posted March 4, 2004 Report Share Posted March 4, 2004 Originally posted by Blue Saw that episode. At 30,000 rds/minute, that thing is firing 500 rds/second. At 5 Turns in a Minute, Assuming the gunman has a 3 SPD, in order to unload 30,000 rds the gun would have to have Autofire that does 2,000 rds/phase. I think that's about a +6-1/2 Advantage. Don't forget the +1/2 advantage for all those charges Seriously though, I'd make it a 5d6 Rka, aoe 1 hex, autofire 6 Quote Link to comment Share on other sites More sharing options...
lemming Posted March 4, 2004 Report Share Posted March 4, 2004 Originally posted by Blue Saw that episode. At 30,000 rds/minute, that thing is firing 500 rds/second. At 5 Turns in a Minute, Assuming the gunman has a 3 SPD, in order to unload 30,000 rds the gun would have to have Autofire that does 2,000 rds/phase. I think that's about a +6-1/2 Advantage. Suppression Fire so he could fire each segment. Quote Link to comment Share on other sites More sharing options...
Blue Jogger Posted March 4, 2004 Report Share Posted March 4, 2004 Well, without trying to match bullet for bullet. It looked just like a 3d6K Autofire(3 Shots), w/+4 OCV +1 1/2 (0 END - Nearly endless supply of bullets) Cars have only about 3 DEF and 10 BODY, so that will tear right though a car pretty fast. Unless it's suppose to go through Supers and tank armor as well, then by all means 5D6K (6 shot Autofire), 1 hex AoE (Accurate) Quote Link to comment Share on other sites More sharing options...
sbarron Posted March 4, 2004 Report Share Posted March 4, 2004 Not that it makes a lot of difference, but it only fires at 3000 rpm, not 30,000. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted March 4, 2004 Report Share Posted March 4, 2004 I couldn't see the site in question but from the description it didn't seem to be this: http://www.metalstorm.com their 36 barrel box fires 1 million rounds per minute. None of the metal storm weapons have moving parts - they use electronic firing mechanisms. The weapons stacks the rounds one behind the other when firing the first round is "pushed" which increases it's kinetic energy, making the first round out of the barrel the most lethal. To bad it doesn't hold 1 million rounds. A sustained minute of fire from that would scrap most things. Quote Link to comment Share on other sites More sharing options...
coach Posted March 4, 2004 Author Report Share Posted March 4, 2004 Heh, so even the least of those is around 150 Active points, well beyond standard super-hero power limits. If you do want to match it bullet for bullet, my version would be: 3d6 RKA, AP, Autofire (50), 0 End (lots of bullets) Quote Link to comment Share on other sites More sharing options...
Farkling Posted March 5, 2004 Report Share Posted March 5, 2004 3d6 RKA, AP (+1/2), AE- Line (+1), No Range (Line begins directly in front of gun) (-1/2), Extended Area x4 (+1/2), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2) AP: 157, RC: 52 5d6 RKA, AE- Line (+1), No Range (Line begins directly in front of gun) (-1/2), Extended Area x2 (+1/4), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2) AP: 206, RC: 69 2d6 RKA, AP+Penetrating (+1), AE-Line (+1), No Range (Line begins directly in front of gun) (-1/2), Extended Area x4 (+1/2), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2) AP: 120, RC: 40 2d6 RKA, AP (+1/2), AE-Line (+1), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2), Nor Range (-1/2) AP: 90, RC: 30 I'd probably allow the last into my 60-75 AP cap game. Quote Link to comment Share on other sites More sharing options...
Blue Posted March 5, 2004 Report Share Posted March 5, 2004 Originally posted by sbarron Not that it makes a lot of difference, but it only fires at 3000 rpm, not 30,000. Sure it matters! Throws my whole figures down. Hmm... 3000 rpm, 5 turns/minute, 3 phases/turn = 200 rpp. That takes it from a +6-1/2 advantage down to a +3.5 Major cost difference. Okay, so it didn't matter, but it let me kill another 3 minutes until work is over Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted March 6, 2004 Report Share Posted March 6, 2004 Originally posted by Farkling 3d6 RKA, AP (+1/2), AE- Line (+1), No Range (Line begins directly in front of gun) (-1/2), Extended Area x4 (+1/2), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2) AP: 157, RC: 52 5d6 RKA, AE- Line (+1), No Range (Line begins directly in front of gun) (-1/2), Extended Area x2 (+1/4), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2) AP: 206, RC: 69 2d6 RKA, AP+Penetrating (+1), AE-Line (+1), No Range (Line begins directly in front of gun) (-1/2), Extended Area x4 (+1/2), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2) AP: 120, RC: 40 2d6 RKA, AP (+1/2), AE-Line (+1), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2), Nor Range (-1/2) AP: 90, RC: 30 I'd probably allow the last into my 60-75 AP cap game. there's no way I'd allow No Range on an RKA, that's what HKA is for. I think you want Beam on these. RKA: 2d6, AP (+1/2), 0 END (+1/2), OAF bulky (-1 1/2), Beam (-1/4) AP: 60, RC: 22 or to better represent a conitnuous rate of fire that doesn't turn off for 12 phases: RKA: 2D6, AP (+1/2), 0 END (+1/2), Continuous (+1), OAF Bulky (-1 1/2), Beam (-1/4), 1 Full Turn Continuous Only (-0). AP: 90, RC: 33 At least, that's my take on it right now. I might have a better idea after sleep. Quote Link to comment Share on other sites More sharing options...
Farkling Posted March 6, 2004 Report Share Posted March 6, 2004 Nope. I want the hail of bullets to start at the gun and chew up eve3rything along the path it is fired in. Area Effect, Line, No Range. The line starts right in front of the barrel. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.