Conspiracy
SOC-9
I don't see any way of recreating the Guass Pistol TL-13.
Have I missed something? Or is it not possible under T5 rules!
Have I missed something? Or is it not possible under T5 rules!
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I've been making Gauss carbines and calling them Gauss Pistols.
There's a scientific reason for this;
Gauss weapons should be heavier than the conventional slug thrower equivalents, and probably a little longer in the "barrel", due to the weight of the coils that accelerate the projectile.
Thanks cuTTer. That's what I was leaning towards doing.
I hear what you're saying but given that the Mass modifier of the Descriptor 'Gauss' on p.252 is x0.9 it seems to suggest that the huge +7 modifier to the base TL implies a refinement of the technology.
I think I've been adding when I should have been using the highest value of a given pair. But then if Stage 'Standard' adds 1 to D then it would be Bullet-4. I'm obviously going to have to go back and have another look at how it works.
Highest value of a given pair? Where do you get that from. I thought it was a simple addition.
Now the way Standard adds +1 to TL and an extra D I am skeptical about, but I'm waiting for the next Errata to come out.
I take no credit for this, but simply point out some excellent Makers programmed in Perl on Eaglestone Pocket Empires:I don't see any way of recreating the Guass Pistol TL-13.
Have I missed something? Or is it not possible under T5 rules!
Code : StGP-13
Name : Std Gauss Pistol-13
Range : 2
Mass : 0.99
Burden: 0
Damage: (5D) Bullet-5
Cost : 300
Code Name Damage and Hits Mass R Bu Cost
----------- ------------------------- -------------------- ----- - -- --------
StGP-13 Gauss Pistol (5) Bullet-5 0.99 2 0 300
So did I, but that got me a GP-13 with base 1D + gauss 3D + standard 1D for a total of 5D.
The gauss carbine of p.240 is 3D at TL-12, the 3D of its gaussiness replacing the 1D of its carbinity, not adding to it. Even if you were to bump the design up to TL-13 with standardisation it would still only come out at 4D.
Totals
For each column, compute the totals. Tech Levels sum.
Ranges sum. Some entries under Mass multiply. Burdens sum. Combine identical Effects and sum their hit dice. Some costs multiply.
Here's another example, p.258, the PGMP-11 has PEN 3 and BURN 3 listed for effects. The 3D of its H2 value is not added to the 2D of it's H1 value, it supercedes it.
I can't speak for its legality under the rules (I don't have T5), but playing with the Eaglestone Weapon Maker:Standard Battle Dress (TL-14, p.240) has 45 Armour. That means a weapon has to be doing 8D of damage to stand a chance, a CHANCE of getting through, and it's a pretty damn small chance at that.
Code : StVhGCMP-13
Name : Std Vh Gauss Carbine Man Portable-13
Range : 9
Mass : 10.8
Burden: 5
Damage: (10D) Bullet-10
Cost : 4,000
Code Name Damage and Hits Mass R Bu Cost
----------- ------------------------- -------------------- ----- - -- --------
StVhGCMP-13 Gauss Carbine Man Portable (10) Bullet-10 10.8 9 5 4,000
I've never trusted that list on p240, its shambolic.
My emphasis there on summing identical Effects. So if you get Bullet-1 and Bullet-2 they sum to give Bullet-3.
Yep people have been drawing attention to this example as being broken for a long time now.
The most likely explanation is that Pen has been added up wrong.
GunMaker uses = when it wants to supersede earlier values and "set" a particular value. This is most often seen in Range values.
How long a time, before the book went off to the printers?
Is there a suggestion the initial * 2 should be added to the PEN 3?
Does that sound right?