m134 vulcan chaingun

Post/Author/DateTimePost
#1

vorakesh

Mar 28, 2008 7:34:19
hi guys...

i'm looking for a m 134 chaingun...no one can help me,i hope tat this forum can.

my character is an human ciborg-looks like a space marine-coming from future.he has a m134 vulcan chaingun in a place of te left arm.

what item can looks like a vulcan?

my ideas

heavy magical enchanched repetition crossbow
wands of schorching ray or orb of fire
futuristic weapon from dungeon master guide heavily modified
maug rock thrower from friend folio upgraded to deal a lot of damage

what is better?help me please

thanks in advance and sorry for my bad english
#2

tema69

Mar 28, 2008 11:34:44
"heavy magical enchanched repetition crossbow
wands of schorching ray or orb of fire
futuristic weapon from dungeon master guide heavily modified
maug rock thrower from friend folio upgraded to deal a lot of damage"

Are you sure you're playing d20 Modern and not D&D?
#3

backstabbist

Mar 28, 2008 12:59:36
Yeah, I'm not sure where you are going with this guy, but...

7.62 m134 is the Minigun, "Vulcan" is the name of the 20mm parent.
Rotary cannon are not 'chaingun' per sae, the singlebarrel AC with a chain driven boltcarrier are chaingun... so says Boeing with their TM on 'Chaingun'.

This would be more of a means of propulsion for travel than a usable weapon for a Medium creature due to the recoil. You would likely want the lil brother:
5.56 xm214 movie Minigun.
While this too is too much for anyone that aint 500lb walking, it has better suspension of disbelief built in.

Stats for the 7.62 Minigun can be found at the bottom of THIS PAGE
Stats for the 5.56 xm214 are in WeaponsLocker IIRC
To use these stats you much be familiar with the d20Modern Autofire & BurstFire feats & rules.


I dont know what you are looking for.
The function of a rotary gun is high volume fire, not high damage.
Perhaps you'd be better served with a 20mm Autocannon, 1 shot per attack with high damage... well, is 4d8 +2d8(Doubletap Feat) high in your campaign? Perhaps if you really wanted to add some Bamm to kick it up a future notch, you'd go with a semiauto Recoiless for antitank damages.

Be warned though,
d20 Future has put the nerf down bigtime on high damages,
because when dealing with explosives, any 3rd level mook can get 10d6 weapons
#4

vorakesh

Mar 28, 2008 13:57:02
sorry guys,i was not clear.

i'm playing in the normal dnd setting,but i wanna play a char who comes from modern age,who use an m134...he has accidentally travelled to the past.

i wrote a thread here becouse no one can help me in the normal dnd forum,so i thought that i could take modern statistic for such a minigun and use them in normal dnd.

my gm says tat if it is possible and not too strong i can use it.

please help me.thanks
#5

narukagami

Mar 28, 2008 14:20:14
Note: Despite what videogames and Predator 1 would have you believing, infantry carried miniguns don't exist.

Carrying the massive ammunition feed alone to be able to fire the weapon for longer than a few seconds would put you into heavy encumberance.
But, if your DM is cool with it, then who am I to stop you.

Minigun - Damage: 4d10 - Crit: 20 - Type: Ballistic - RI: 150 ft. - RoF: A - Ammunition: Linked - Size: Huge - Weight: 120 lb. - PDC: 29 - Restriction: Mil (+3)
(See the d20 Modern SRD for an explanation of Autofire rules and PDCs)

Minigun (7.62 Machine Gun)
Originally created for use in the Vietnam War, the minigun is a powerful machine gun that uses a rotating barrel capable of firing thousands of rounds per minute. The minigun uses slightly different rules for autofire. When firing a minigun, you target a 20-foot-by-20-foot area (regular autofire rules target a 10-foot-by-10-foot area). Creatures inside this area must make a Reflex save (DC 20) for half damage. Firing a minigun on autofire uses 100 rounds of ammunition, or 50 rounds if used with the Burst Fire feat.

So your character is from modern times going into the past? Why do you want such an ammunition hog? Once you run out of ammo you'll just be carrying around dead weight.
#6

backstabbist

Mar 28, 2008 14:44:56
ok, lets see if we can make you someting usable D&D style based on the xm214 & the m134

Personal Minigun
5mm Rotary Firearm, ManPortable
Size: Large
Wt: 20lb + 40lb AmmoBay&Batt (future technology variable)
Damage: 4d6, Ref DC20
Range Inc: 70'
Area of Effect: 20x20
Ammo: 500
ROF: Auto 50/100

Squad Minigun
6mm Rotary Firearm, Tripod
Size: Huge
Wt: 30lb + 50lb AmmoBay&Batt
Damage: 4d8, Ref DC20
Range Inc: 100'
Area of Effect: 20x20
Ammo: 500
ROF: Auto 50/100

Heavy Minigun
7mm Rotary Firearm, Fixed
Size: Huge
Wt: 45lb + 2x 50lb AmmoBay
--- No Battery, fixed emplacement plugin
Damage: 4d10, Ref DC20
Range Inc: 150'
Area of Effect: 20x20
Ammo: 2x 500
ROF: Auto 50/100

Each of these miniguns has the following:
Ammo&Batt change takes a Full Round Action, MEA with Feat
Autofire 20x20 target takes 100rnds, -4tohit (negated by feat)
Burstfire SingleTarget takes 50rnds, see Burstfire feat (+2dice -4Tohit)
Future technology apps: PL6 -33% Ammo wt, PL7 -50% all wt



Of course, if you wanted something a little less Cyborg and a little more Space Marines:
10mm PulseRifle System IMAGE(http://www.geocities.com/kpricz/pics/Faction_Guns_thm.jpg) (gun set) -Backstabbist

If you really wanted the PowerArmor aproach, from d20 Future:
[INDENT]T-95 CAVALCADE CHAINGUN (PL 6)
More compact and powerful than the M-9 Barrage chaingun, the M- 95 Cavalcade has multiple barrels that fire large-caliber ammunition, dealing 7d6 points of ballistic damage on a successful hit. The base unit has enough room for four 50-round ammo belts. Each additional equipment slot devoted to ammo storage has room for six more ammo belts. Each additional ammo belt has a purchase DC of 10.
Equipment Slots: 1, must be hand (or arm if Large), arm, or shoulders.
Activation: Attack action.
Range Increment: 60 feet.
Target: Single target within 600 feet, or autofire.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 21 for weapon, 10 for ammo belt.
Restriction: Restricted (+2).[/INDENT]
Now you may notice that in the future, with all the improvements in gun technology, the range they gave large caliber Huge chaingun is a mere 60'... if you replace the entire arm of a Large Mech with this gun, it only gets a 60' RI. In relation to guns without the future nerf, the current 50cal Machinegun (about 80 years old now) gets 110' RI.

If you wanted something more or less too big for what you defined the mission as:
50BMG Rotary Gun System
IMAGE(http://www.navweaps.com/Weapons/WNUS_50cal-GAU-19_MG_Army_pic.jpg)
While the system itself is complex, the user interface is still the Point & Click variety, so be careful where you point it.
#7

nodaisho

Mar 29, 2008 6:31:06
Yeah, the minigun is impractical, you could use it if you want, but you would run through a lot of ammo really fast, and where are you going to get more?
#8

vorakesh

Mar 29, 2008 6:39:21
thanks guys,

those information are very useful.

my GM says there is no problem with ammo,i just have to find a good artisan who build them.He says that if in normal DnD setting are things like warforged and clockwork animals,there is no problem to find someone that can make m134 ammo.

thanks a lot.
#9

kzak

Mar 29, 2008 10:48:49
I suppose basic ammo could be something a skilled blacksmith and apotechary could conceivably make. But advanced ammo like hollow-points and AP rounds would be much more difficult.
#10

backstabbist

Mar 29, 2008 11:51:19
You'd be harder pressed to make the primers than to make hollowpoints... It really is a mater of having a post in the casting mould of the slug you shove in the jacket... and AP is just the wave of the D&D had for Adamantite rules applied to the bullet (even though it is just steel).

It boils down to how many GP does a guy have to spend to have an artisan craft a primer (without blowing themselves up) and another artisan craft the slugs into the Jacket (balanced to a few thousand rpm), then a craftsman assemble the ammo with the links.
2-5 Gold per bullet based on labor times
Each 50rnd burst could cost a few hundred gold.
IF you can get the ammo made right... and that is really the primers.

Now, ever try to carge you RC Car batteries by plugging that 7.2volt nicad pack into the 110volt wall 'for just a sec'?

Miniguns need power, like 3/4-4hp electrical feed. Sure that is in the batts in the ammo pack, you need to recharge batteries when you put more ammo in the can. Simply casting a Shocking Grasp on the batts wont do it.

Remember, when the future guy asks the wizard how many volts the Shocking Grasp is, so he can wind a transformer & capacitor set to charge his batts, the wizard will say
"Whats a Volt? A ShockingGrasp is about 350 Frobits of mana."
#11

trinitywolf

Mar 29, 2008 13:04:06
I think this guy is taking about "Dillon M134 Gattling Gun" its a lite mini-gattling gun. our fav (chezzeball) Armed Forces specialist covered it in future weapon http://youtube.com/watch?v=wiry7ysVA9Y if your going to run it in D&D why don't you make it a gauss or a railgun, this way that all you have to do is have a blacksmith cast more steel or iron bullet. I don't see why not that this gun can take place of an arm with the ammo drum on it in the back of the Cyborg I can't upload pic on this so here some links http://www.militaryphotos.net/forums/showthread.php?t=127929 on this thread are somepic of this minigun
#12

backstabbist

Mar 29, 2008 13:21:40
The problem is not that the gun is too heavy to carry,
but even when they dropped the caliber from 7.62 down to the peewee 5.56 it was uncontrolable from recoil forces. Considering that the 7.62 version would have even more of thet uncontrolable recoil, what we need is not to make the gun lighter... that increases recoil!

Imagine pulling a sled behind you as you shot, with 150lb of pull.
(not a 150lb sled, but the rope tension is 150lb)
The problems lie not in holding a 60lb gun up off the ground, but pulling 150lb forward so it doesnt push you back with 150lb force. Dont ask how many RPM it will spin you round if you dont hold it directly in front of you... which is exactly what will happen if it is an arm replacement: You will spin faster than Yoda with a lightsabre.

The big picture:
m134 7.62 was so completely unsuited for personal firearm due to weight & recoil forces that they tried to make a useable smaller version. The smaller xm214 5.56 version was still completely unusable due to recoil forces. Lightening the gun (Dillon Titanium) doesnt reduce recoil, it amplifies it.

If you made a 40mm Bofors m79style gun with just a 20" barrel that weighed just 60lb, sure you could carry it.... but when you pull the trigger it will kill you by recoil. Something like this vid.
#13

nodaisho

Mar 29, 2008 18:05:05
Dont ask how many RPM it will spin you round if you dont hold it directly in front of you... which is exactly what will happen if it is an arm replacement: You will spin faster than Yoda with a lightsabre.

But everyone loves friendly fire! That is why they call it friendly!

Of course, if he is a cyborg, they could handwave that.

The ammo would be incredibly expensive, unless your DM allowed you to handwave that as well, it would be better if you used even just an automatic rifle, even cheaper if you used a bigger gun on semi, using double tap (or rapid fire, or manyshot, if you are using DnD feats). If you used it as rapid shot, a 2d10 gun would be 4d10, before any applicable bonuses like weapon specialization. I am not sure how rules would work for autos without using D20 modern feats.

edit: What this guy wants to be really reminds me of the Chaingunners from Doom II. Is that what you are thinking, Vorakesh?
#14

tema69

Mar 29, 2008 18:36:15
But everyone loves friendly fire! That is why they call it friendly!



Ahrem... In a future campaing I played, at character creation, the party MGunner asked if he could get a mini/chain-gun. The GM said no, as it would be unrealistic and tear him apart. Four sessions later, he "gave" me (the party long range specialist) a power armour with a mini/chain-gun. Boy, the MGunner was upset (partially because the GM had told him he would have no need for Power Armour Proficiency).

Anyway, I really can't see any way to have a man-portable minigun. I'd go with a rail-gun that could fire crude metal shards, that way, ammo wouldn't be a problem (hell, with a few ranks in Craft (Weapon/Black-Smithing) you could make 'em yourself.)... Railguns are just nasty (I'm a WH40k Tau player).
#15

crwydryny

Mar 29, 2008 19:21:02
like a few people have already said. infantry using gatling gun systems are not real (dispite what holywood would have you believe) though the US army did experiment with the 5.56mm micro gun (the gun used in terminator 2 that was mistaken for a mini gun) but as far as I know it never got past the testing stage.
the resons why is the mini gun has something like a 2 ton recoil (if that big gun in preditor fired live ammo he would have been thrown 10 feet backwards as soon as he opened fire)
the next problem comes with weight. mini guns fire up to 6000 rounds a minuet (though they are usually set to around 4000 in modern versions). even an olympic body builder would have trouble carrying more than a few secconds of ammo along with the gun (the ammo for the gun in preditor was stacked on the floor just out of view of the camera)
the next problem is the casings. the brass is thrown out of the gun with almost as much force as the bullet on the forward end. even though they were fireing blanks in preditor the guy had to wear a bomb disposal suit to fire the gun other wise the casings would have smashed right through him. which is why when the gun in mounted the guy fireing it is usually well back behind the weapon.

if you want a futuristic weapon i suggest something like a caseless assault rifle designed to fire with an electronic pulse action. and maybe with an electronic feed. you can use a normal assault rifle like the M16, AK47 or G3 for the stats but just state that the weapon is fired by electronic pulses from the cyborg's powersupply via a transistor circuit connected to his nervious system (just as the cyborg would control his hand) and since it doesn't require casings or complex mechanics you can easiely mix up ammo (craft skill check) by making a gunpowder mixture, seal it with wax or some thing and fit a wire filiment as a ignition system, all easiely crafted with medevil technology though you could add penilties for using make shift ammo, such as increased failer. maybe requiring costant cleaning to clear out the fireing system and barrel, reduced damage ect.
and it's easy to make the weapon belt fed.

for the stats just use something like
damage 2d8 (or if you rather 2d10)
critical 20
range incrment 80ft
ROF semi auto/auto
clip 30 (magazine) or if you prefer 50+ (linked belts)
weight 5lb (it would be a stripped down weapon to to attached to an arm)

if you have the charicter making ammo in the D&D setting then you can simply drop the damage to 2d6 (or 2d8 respectivly), reduce the range increment to say 60 or 70ft and add a automatic jam on a natural 1 (or 1,2 if you want to make it more risky due to the round not having enough power to cycle the fireing mechanism)
also if you chose to take fouling of the weapon into account (primitive ammo produces a lot of sooty waste) you can increase the risk of jamming every so often until the weapon is cleaned throughly.
that's my answer atleast. I'm sure someone with more experience in the game would have a better idea.
#16

rookbird

Apr 02, 2008 3:23:01
Is this, or is this not, a perfect place to show this: The Vulcan we can all carry? (Though clearly not a chaingun)
#17

backstabbist

Apr 02, 2008 8:23:31
When I get my hands on the guy at ID Software that decided to call the DOOM fat gattler a Chaingun, I'm gonna murderlize him to itty bitty pieces & burry him alive. He has single handedly set back common firearm knowlege 2 decades.

"Chaingun" is a reciprocating bolt carrier opperated by a cam on a chain to shove it forward & back. One barrel, like the 25mm Bushmaster on the Bradley. Boeing was considering filing a lawsuit against a Korean(chinese?) armor vehicle calling its gun a Chaingun, because that name is trademarked for the gun tech

"Vulcan" is the name of the m61 / GAU4 20mm 6Barrel autocannon using a powered Gatlin action of multiple chambers(with barrel) rotating, that each is in the next step of the firing cycle, all steps are done simutaneously but on different barrels.

"Minigun" is the name of the Vulcan that has been reduced in size to fire 7.62 insead of 20mm. m134

XM214 is the name of the design to make a Mini-Minigun in 5.56. We dont make them, because they are not usable buy grunts, and emplacements that would accept them would fair better just using a standard 7.62 Minigun or Twin MG.

Perhaps if we made a xm214-A using 5.7fn, the power level would be low enough to be usable by grunts. Of course, by the time you get it down that low, with the reduced ROF, you might as well be using one of these
Twingun m88 5.56 for horizontal lead rain
IMAGE(http://www.geocities.com/kpricz/pics/xm88.jpg)
#18

hinthas

Apr 02, 2008 10:49:49
When I get my hands on the guy at ID Software that decided to call the DOOM fat gattler a Chaingun, I'm gonna murderlize him to itty bitty pieces & burry him alive. He has single handedly set back common firearm knowlege 2 decades.

"Hanging 's too GOOD for 'em. Burning 's too GOOD for 'em. He should be torn into Itsy Bitsy pieces and BURIED ALIVE!!!" Hanover Fiste, Heavy Metal. Backstabbist's third cousin I believe.

Perhaps if we made a xm214-A using 5.7fn, the power level would be low enough to be usable by grunts.

These must be the Uber FN 5.7 rounds that are griped about.

Here's an idea, (cuz I trust Backstabbists math and ballistics formulas more than my own and we're on the concept of fictional weapons), what about a Caseless 4.? minigun that fires DU Flechette or Incendiary Flechette. Work the recoil on a piston wheel that powers a fan for cool down or power generation. Or am I still in a morning grog?

Overflowing cup of goodness,
Doug
#19

backstabbist

Apr 02, 2008 11:26:14
You have to hold the bowl of cake mix with as much force as you use on the spoon to stir the mix. You have to hold the generator with as much force as the shaft/rod turns the armature. Trying to use Recoil forces directly converting them to rotational still need the shooter to deal with the force as it turns into rotational.

Race V8 blocks use 4bolt mains instead of 2bolt to hold the crank against the increased piston force, as the crank converts the piston travel & force to rotatinal.

Many of the convetional thought CounterMass recoil abatement theory gets washed out as they are for manipulating the recoil Spike into a longer duration lower intesity force curve. This works great when the Spike is measured in a few miliseconds and shots are 60-80ms or more apart. Lots of time between spikes to flatten & transfer lower force.

But crank up the rate of fire to 3000rpm, and you are looking at spikes just 20ms apart ... cutting the spike flattening spread time available, resulting in more force over shorter time than slower ROF.
#20

hinthas

Apr 02, 2008 12:14:16
So Ann Margaret will NOT be serving Brownies because the washing machine is broke, is what yer telling us?

I actually understood the mixing bowl theory (whereas the Gun Talk thread LOOKS looks like its english but I apparently cant figger out anything more complicated than a stick, mechanically speaking) but wouldn't the CounterMass recoil abatement device decrease the amount of recoil because of the amount of recoil generated for said round? Big Bullet, Big Recoil. Little Bullet, Not-So-Much.

My understanding of Caseless is that....waitaminute. No primer and electrically fired or I might be remembering bits outta the Colonial Marines Technical Manual.

So NO on the Caseless Miniguns?


Git On with the Red Rider Madness! You'll put your eye out,
Doug
#21

backstabbist

Apr 02, 2008 17:24:20
Caseless doesnt relate to Recoiless, nor does the ammo being caseless reduce/increase felt recoil.

Rotary guns & chainguns may be made for caseless calibers.

There are 6 (some say 8) particular stages of the firing cycle.
In a rotary, each barrel is having one of those stages done to it at the same time: While #1 is Firing, #2 is Unlock&Extracting, and all at the same time #3 is Ejecting, #4 is Feeding, #5 is Closing& Locking... wait, I lost one in there somewhere... well... you get the basic idea: Each step is being done at the same time on the different barrels.

Some will say that Caseless Ammo can fire faster, because there is no need to Extract or Eject, but in a minigun you would still have that for misfires/duds .


Recoil is a Mass x Velocity = Momentum typ equasion.
Bullet energy is a M x V x V = KE type equasion.
So lower weight bullets can have as much enegy (MVV) as a heavier slug, if the lighter one is moving faster... and the increase in speed is about the square root of the decrase in weight.
200gr 1000fps slug has the same enegy as 100gr 1400fps
but the recoil drops from 200000 to 140000
(round psudophysics for demonstration, not using proper metric equasions)
This works great on paper, but reality steps in & has smaller bullets inflicting smaller wounds due to Energy Dump problems. KE energy may stay the same, but the ability to kill folks diminishes with smaller faster bullets.

So we could make a 3mm Minigin,
that not only is lighter, but actually would have a controlable amount of recoil,
and still be 2d6 from its high velocity but small size.

Fortunately, while the 3mm Caseless would cause less damage than its bigger cousins, we will be firing a burst of 50 of them suckers so they can act as a team & get their Kill on.
#22

crwydryny

Apr 04, 2008 10:03:23
My understanding of Caseless is that....waitaminute. No primer and electrically fired or I might be remembering bits outta the Colonial Marines Technical Manual.

yes that's out of the colonial mariens tech manuel, or to be more exsact the working mechanism for a pulse rifle is like this. the bullet is fed into a rotating cylender (kind of like that in a revolver but with notces to take the bullet instead of holes) the round is carried up while the next round is loaded then an electronic pulse is passed through the charge which fires the gun. it's actually closer to a caseless gyrojet (or rather a gyroc) than a standard caseless round.


as for recoil felt. it's the reaction between the explosive charge and the weapon (every action has an equel and opposite reaction ect.) so bigger bullet = more explosive charge = bigger bang = more recoil. some modern weapons have fancy recoil dampening systems such as the recoil springs in an assault rifle, teh slide mechanism on most handguns and the TDI kriss super V mechinsm used in their SMG.
the only other way to reduce recoil is with the gyrojet design abandoned by the US milatary during the vietnam war due to it's ineffectiveness in close range combat. basically teh gyrojet works in the same way a rocket does, by slowly accelerating down the barrel and for a good 30 metres beyond the muzzle before reaching supersonic velocieties. it's a low signiture (quiet), highly accurate, long range and with almost no recoil, but poor at close rage combat.
#23

backstabbist

Apr 04, 2008 12:50:46
Didnt we model a mechanic for RA/Gyrojet that had it do low damage at the muzzle but pick up die size as it traveled? I think it started as 2d2 and went up a Die Size each RI... or something to that effect. Or hows about 2d2 +1 DieSize each sqare upto 2d8, and for a rifle sized round, 2d2 & pick up a die size each 10' upto 2d12 past 60'
#24

tema69

Apr 04, 2008 14:13:37
I'd like to see that weapon statted. I've been thinking of including Gyrojet weapons in the WW2 (alternate reality) campaign I'm GM'ing. Are you up for that, 'stabbist? That'd be great!
#25

backstabbist

Apr 04, 2008 15:02:15
Uh, the rifle or the rotary?

Personal Temajet Minigun
8mm rocket GasOp Rotary Firearm, ManPortable
Size: Large
Wt: 30lb + 20lb AmmoBay
Damage: Variable 2d2~2d8, Ref DC20
Range Inc: 60'
Area of Effect: 20x20
Ammo: 500
ROF: Auto 50/100
Special: Damage increases with range from the muzzle, 2d2 initial & pick up a die size each 5'sq upto 2d8, then stays at 2d8.

Personal Temajet Rifle
10mm rocket Leveraction Firearm
Size: Large
Wt: 6lb
Damage: Variable 2d2~2d10
Range Inc: 70'
Ammo: 8
ROF: single ( or semi, GM discretion)
Special: Damage increases with range from the muzzle, 2d2 initial & pick up a die size each 5'sq upto 2d10, then stays at 2d10.

Temajet BattleRifle
12mm rocket GasOp Rifle
Size: Large
Wt: 12lb
Damage: Variable 2d4~2d12
Range Inc: 100'
Ammo: 10 blockclip
ROF: Semi
Special: Damage increases with range from the muzzle, 2d4 initial & pick up a die size each 10' upto 2d12, then stays at 2d12. This is a heavy duty Temajet rifle for close combat as well as range work, initial rocket pulse is more intense for better performance up close at the cost of recoil & gunweight.
#26

tema69

Apr 04, 2008 16:14:43
Exactly 'stabbist! You're the man.

I read somewhere that it took around 20-30 meters before the projectile reached maximum velocity. Maybe it should be 10/15' instead of 5/10'?
#27

backstabbist

Apr 04, 2008 16:52:29
See, now that is the best part of the online rule developement,
you can make any slight adjustments you need to fit the style of play you want.

Sure, I'd still go with 1sq for the 8mm(pistol/minigun), but use 2sq for the 10mm Carbine & 3sq for the 12mm MBR. I figure since d20 is shrinking all ranges, the acceleration zone should get shrunk too. Here is a range chart using 5/10/15 and again with 10/15/20 fet to gain a die size.
Pistol Carbine MBR Pist Carb MBR<br /> 2d2 0' 0' 0' 0'<br /> 2d4 5' 10' 0' 10' 15' 0' <br /> 2d6 10' 20' 15' 20' 30' 20'<br /> 2d8 15' 30' 30' 30' 45' 40'<br /> 2d10 - 40' 45' - 60' 60'<br /> 2d12 - - 60' - - 80'
#28

tema69

Apr 05, 2008 8:01:35
#29

backstabbist

Apr 05, 2008 10:47:24
Didnt really need the chart.
Just count off the squares as you grow dice:

For a 15' sound off the damage for the starting sq, then count off 2
2d2, 2, 3
2d4, 2, 3
2d6, 2, 3
2d8, 2 .....ok the guy in this sqare takes 2d8. Rats, just a little farther and he woulda got 2d10.

But as I said, your campaign may play betterif you went so far as to extend the acceleration range to 20'/30' per die size...

But if you are going to run with RA/Gyrojet ammo in that war setting, you will need to look at what effect that will have on stuff like the Bazooka (or m202Flash later), or the 50BMG/carriage20mm. Dont fall into the trap Future did with the MiniaturizationGadget, where technology can make things smaller, but it wont make big things smaller. What will your campaign do if RA/Gyrojet ammo exists & is in use, and there is no reason not to use it in 50BMB. If we assume that 50-75% of the accelleration for Temajet rockets is happening post barrel, then for the same recoil we would get 2-4x performance.... and dont even think about Tankguns getting Temajet ammo
#30

tema69

Apr 06, 2008 4:53:06
Except that very few soldiers can carry around .50 BMG weapons and fire them individually.

It will be included as an experiment by WW2 German Scientists for some supersoldiers so that they can test it...
#31

crwydryny

Apr 06, 2008 8:34:42
*me gives backstabbist a bag of cookies *

I've been fooling around with the stats for a simalar weapon in one of my campaigns, where one group uses a lot of gyrojet style technology. my innitial versions were either too over powered or just used a simple +1 per range increment (only really did anything for the snipers in the group) it never occured to me to just start with low damage then step up the die every few squares. it takes a bit more work but I think I'm going to have fun with this one :D I can just see it now....

player "hey you can't change weapons in the middle of a round"
DM "I'm not it's the same gun"
player "but you were just rolling d6s now you're useing d8s"
DM "so? you're running away"
player "no fair my gun doesn't do more damage when you run away"
DM "I got the better gun :P "
#32

tema69

Apr 06, 2008 8:42:27
*me gives backstabbist a bag of cookies *

I've been fooling around with the stats for a simalar weapon in one of my campaigns, where one group uses a lot of gyrojet style technology. my innitial versions were either too over powered or just used a simple +1 per range increment (only really did anything for the snipers in the group) it never occured to me to just start with low damage then step up the die every few squares. it takes a bit more work but I think I'm going to have fun with this one :D I can just see it now....

player "hey you can't change weapons in the middle of a round"
DM "I'm not it's the same gun"
player "but you were just rolling d6s now you're useing d8s"
DM "so? you're running away"
player "no fair my gun doesn't do more damage when you run away"
DM "I got the better gun :P "

Haha!

*pours a couple of extra cookies into the bag *
#33

stigmatador

Apr 06, 2008 8:45:40
I don't get it...
I thought a gyrojet was a small exploding rocket. Unless the explosive charge gets bigger the farther the gyrojet goes, it should do the same damage at all ranges.
If, on the other hand, the gyrojet is nothing more than a bullet accelerated by rockets, then the range should be modified.

How do you arrive at different damages at different ranges?
#34

tema69

Apr 06, 2008 8:53:42
Because the projectile picks up speed. It takes aprox. 30m. before reaching maximum velocity.

http://en.wikipedia.org/wiki/Gyrojet
Due to the properties of the rocket, with continued acceleration after it left the barrel, the Gyrojet had poor short-range power, but improved dramatically with distance. After about 75 yards (70 m) the motor would burn out, at which point the rocket had about 50% more power than the common .45 ACP round.

#35

backstabbist

Apr 06, 2008 9:29:41
GyroJets dont explode.
They are metal slugs that have acceleration rocket powder in them.

Actually, its "didnt" & "were", since the tm brand GyroJet aint made no more. Now we are looking at the rocket technology with better manufacturing toloerances that may be able to make RocketAssist(RA)/'GyroJet' ammo viable again. Including dumbing down the rocket so it is far less than the original concept of 90%+ accelleration post barrel, many of the shortcomings can be taken care of by having 25-50% burn as conventional and the balance done by the RocketAssist. Applied, it would be shootiing a gun that has the recoil & power of a 45acp pistol, but after the slug leaves the gun it turns itself into a 45-70 impactor, or the recoil of a .32revolver but the impact of a AK47.

Hollowpoint Gyrojet would be a metal rocket with a soft expanding tip.
ArmorPiercing Gyrojet would be a metal rocket with a tungsten spike tip.
Explosive Gyrojet would be a metal rocket with an exploding tip.

If, on the other hand, the gyrojet is nothing more than a bullet accelerated by rockets, then the range should be modified.

How do you arrive at different damages at different ranges?

Just as your car at a red light, the RA/Gyrojet isnt going full speed the instant the light turns green. Your car takes 7-12 seconds to go from 0 to 60, some cars take over a quater mile to go from 0 to 80.

Conventional ammo uses tens of thousands PSI pressure to accellerate the slug up to speed in the short (1'-2') barrel, all the acceleration burn is done in the barrel, and in some or cases, before the end of the barrel. When that slug leaves the barrel, it is going as fast as it will ever go, and is startingto slow down from air resistance. Conventional ammo is 0 to 2500 in 2'.

RA/Gyrojet ammo uses low pressure in the barrel, and leaves the gun at just a couple hundred fps, like paintball speed. But unlike conventional ammo, the lions share of accelleration is done after the slug leaves the gun. When you are all done having the gun do anything to the ammo, the ammo on its own zooms up from 300 to 2500... but like your car it takes time & distance to get going that fast. So RA/Gyrojet ammo is 0 to 300 in 2', and then 300 to 2500 in 60'.

Damage from a bullet depends on a few things. How big is the slug, and how fast is it going. The speed of the RA/Gyrojet slug is very low up close (0-15'), so it does low damage (.38short). But if we give the slug some tiem & distance (30') to accellerate more, the higher speed is like speeding up the .38short to a 357mag for more damage. By the time, and distance, that the slug is going full speed, it is like getng hit by a 35rem rifle. Same slug, different speeds: 158gr .38short/357/35rem, just like Gyrojet 300gr 2d4/2d6/2d8 , more damage for higher speeds.
#36

stigmatador

Apr 07, 2008 7:23:05
Very well explained and very informative.
Thank you, sir, for the lesson.

(no, really. i am not being sarcastic!)
#37

crwydryny

Apr 07, 2008 18:11:32
If, on the other hand, the gyrojet is nothing more than a bullet accelerated by rockets, then the range should be modified.

How do you arrive at different damages at different ranges?

Just as your car at a red light, the RA/Gyrojet isnt going full speed the instant the light turns green. Your car takes 7-12 seconds to go from 0 to 60, some cars take over a quater mile to go from 0 to 80.

Conventional ammo uses tens of thousands PSI pressure to accellerate the slug up to speed in the short (1'-2') barrel, all the acceleration burn is done in the barrel, and in some or cases, before the end of the barrel. When that slug leaves the barrel, it is going as fast as it will ever go, and is startingto slow down from air resistance. Conventional ammo is 0 to 2500 in 2'.

RA/Gyrojet ammo uses low pressure in the barrel, and leaves the gun at just a couple hundred fps, like paintball speed. But unlike conventional ammo, the lions share of accelleration is done after the slug leaves the gun. When you are all done having the gun do anything to the ammo, the ammo on its own zooms up from 300 to 2500... but like your car it takes time & distance to get going that fast. So RA/Gyrojet ammo is 0 to 300 in 2', and then 300 to 2500 in 60'.

Damage from a bullet depends on a few things. How big is the slug, and how fast is it going. The speed of the RA/Gyrojet slug is very low up close (0-15'), so it does low damage (.38short). But if we give the slug some tiem & distance (30') to accellerate more, the higher speed is like speeding up the .38short to a 357mag for more damage. By the time, and distance, that the slug is going full speed, it is like getng hit by a 35rem rifle. Same slug, different speeds: 158gr .38short/357/35rem, just like Gyrojet 300gr 2d4/2d6/2d8 , more damage for higher speeds.

that's the reason the technology was abandoned. dispit having such potential. it was great at long ranges but becuse of vietnam where combat ranges were only a few dozen yards on average (infact in some instances in the jungle combat ranges were as little as 3-5 metres due to the dense foilage) meaning that the gyrojet rounds were nearly useless. but given modern combat involving long range snipers it's an exelent weapon. tactically speaking the only sound you get is when the round breaks the sound barrier which is several yards from the muzzel making it hard for the people on the reciving end to find the sniper and return fire (especially in a built up area where the gunshot would echo, basically the equivalant of a silenced weapon) add to that the low recoil and flatter trajectory making the weapon more accurate, the increased range and the fact that the continued acceleration beyond the barrel means that the weapon can be made smaller without losing accuracy or range (if I remember correctly the hand gun and the rifle were practically on par with one another)

the only problems with the technology were a few faulty rounds which skewed the accuracy during a test, the low power at close range and the fact that the high calibre rounds meant less ammo all led to it's downfall even though these days armies use 50 calibre rifles with their snipers (maybe the gyrojet is due a comeback soon)


I'm actually working on several weapons for one of my planned campaigns bassed on gyrojet technology including a pistol using a fast burn rocket (making for a good close range weapon), a compact assault rifle (closer to a SMG or carbine but with better potential at long range), sniper rifle, a GPMG (which I may add the potential for guided rounds) amoung other weapons.
it's a near future, large scale war sort of campaign but it's still in the planing stage with lots of tasty new technology (to give that sci fi feel but still sticking close to modern technology to feel like it could happen tomorrow) but I'm giving the players a chance to play as either one of today's armies or as part of the rebelious factions (terrorist/freedom fighter you decide)
#38

backstabbist

Apr 07, 2008 19:14:30
Yup.
The utter lack of muzzle perpormance is why I say use RocketAssist hybid ammo: Conventional brass with a rocket slug, 25-50% convetional power and the rocket makes up the rest. The AR15 pattern could chamber 9x45 RA ammo, using the same bolt & magazine capacity, with less recoil, and hit like a 7.62. The pain inthe but part that I see with it is the feeding of a straightwall case from a stack magazine... similar problem to the 12ga but overcome by the 30carbine taper
#39

patrickchih

Jan 29, 2009 7:57:34
Any one know that where I can buy the tripod for my M134 personal version?
Thanks!!
#40

backstabbist

Jan 29, 2009 10:21:21
uh... define "m134 personal version"

The problem with the m134 for infantry is twofold:
i) The recoil requires very heavy mounting... much more than a 50bmg
ii) The ammo and power supply is more cumbersome than the gun

Look at this pick of a standalone m134 emplacement
IMAGE(http://www.mindfully.org/Technology/2006/M134-Gatling-Livermore3feb06l.jpg)
http://www.mindfully.org/Technology/2006/M134-Gatling-Livermore3feb06l.jpg

crud, not working... hows about
IMAGE(http://www.dillonaero.com/uimages//gallery_images/naval_mount_gal2.jpg)

Sure the tripod is a dinky, but you may count not 1, not 2, but 3 bolts on each foot of the tripod to hold it to the deck. And those aint drywall screws, those are good sized bolts. Carrying the tripod is easy, carrying a 10x10 section of deck plating to bolt the tripod to is hard.

But its not the gun nor the mount that is the problem, it is those two big boxes on the deck: Ammo & Power. 58amps of 24v is twice to three times the output of a standard car alternator, that power supply is fed by the ships power. The other box, the ammo, is also insane: 125lb for 1500 ammo. Sound like a lot of ammo till we divide 1500 / 100 to see we only get 15 attacks of 100rnd Autofire





You ask about the specifics of a tripod for a m134,
what tripod are you talking about?
#41

DwarfFighter

Jan 29, 2009 16:18:04
my gm says tat if it is possible and not too strong i can use it.

Well, then you can't use it.

Seriously: A modern weapon in a medieval setting is "too strong" by default. If you go for stats your GM will approve of then those cannot truly do the weapon justice. If you stat it out properly, your GM will disallow it.

Save yourself a world of disappointment and go for a pair of machine pistols instead.

-DF
#42

AnimeSniper

Jan 29, 2009 18:02:08
Well, then you can't use it.

Seriously: A modern weapon in a medieval setting is "too strong" by default. If you go for stats your GM will approve of then those cannot truly do the weapon justice. If you stat it out properly, your GM will disallow it.

Save yourself a world of disappointment and go for a pair of machine pistols instead.

-DF

True... but the D/GM could always implement the "You were carrying this amount of ammo when you were trawled into the past" taking that into consideration the player could have what he was carrying at the time, a few hundred or thousand rounds unless the PC was trawled backwards with a supply truck that had his preferred weapons ammo... or if the PC coming from a High PL had some form of nano factory module that when placed in the right environment could make the necessary ammo at a set pac...
#43

backstabbist

May 24, 2009 0:14:19
el Bumpo

"
Are there any stats, in the weapons locker or other books that I can consult for a vehicle mount for a Humvee or did I just miss the entries in the Weapons Locker/Military Vehicles.

Also is there stats for the M-134A2 Vulcan Minigun

Any help or links to stats are greatly appreciated
"
#44

narukagami

May 24, 2009 0:31:59
A lot of thread necromancy going on around here lately.... :P
#45

backstabbist

May 24, 2009 0:42:48
I've just been feeling Necromanciful lately
#46

dbay

Jun 11, 2009 23:36:25
Wow. Would you guys beleive that this thread has like, the 5th most views and only forty-something replies?

whack.

(sorry for being totally off topic.)