GURPS Rogue Trader: The Lasgun

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GURPS Rogue Trader: The Lasgun

Reposted from the primary IG thread, these stats are something I cooked up using 3rd Edition GURPS Vehicles to help get into the Guard mindset.

 

'Lasgun' - TL 9 Visible Laser, 400kJ output, close-range
Malf. Damage 1/2 D Rng Max. Rng Acc SS RoF Power ST
Ver. Crit 7d +3 (Imp) 1100 yds 2200 yds 15 10 1 800kW 8

Shoulder stock w/ pistol grip

Recoil: 0

Shots: 70 per D cell

Empty Weight: 6.72 lbs.

Loaded Weight: 11.72 lbs.

Cost: $530 

How's that look to people?  Referencing Lexicanum suggests that the shots per energy cell are only about half what the fluff suggests, on the other hand seventy shots is over twice the capacity of a modern assault rifle.  Range-wise the Lasgun more triples the effective range of modern infantry rifles, with comparable weight to the M14.  Compared to the lighter M16/M4 family the Las is a heavy pig of a weapon, but it matches comfortably with weapons GW's Guard imagery emulates (First and Second World War battle rifles).

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Malika's picture
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I need to get into GURPS again, hope to one day o an online RPG campaign set in the Anargo Sector! :)

 

As for the Lasgun, looks interesting so far, but note that there are many different Patterns and Mk's of Lasguns out there. Whilst the standard principle of the Lasgun is mostly the same, I can imagine there are variations for example on the capacity of the powercells, recoil, weight, costs, etc etc etc. Cost is furthermore decided by where the gun is purchased, on some worlds a Lasgun is a rather common good whilst on others it is practically impossible to get your hands on one.

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All quite true, Malika!

What I wanted to do here was get out a basic stat-line that works for a hypothetical "Average" Lasgun, that we can then base differing patterns, marks, etc off.  Once we have an agreed upon standard it becomes easier to develop deviations from there to model the changes caused by differing production techniques, materials, ergonomics,  and other factors.

As an example - this set of stats use the standard TL9 'D' energy cell.  If we decide that Antikytheran D-35 energy cells have twice the storage capacity as the GURPS standard D cell, then  that doubles the available shots.  Of course, the Anargo-pattern Lascarbines issued to Anargan Dragoons might not fit the D-35...  :P

Hijinx ensues.

~Falk

Kage2020's picture
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nHey!  You stole the name of my game... that I stole and have absolutely no rights to.  How dare you! cheeky

(If you didn't realise, I was only kidding.)

Falkenberg >>> ...these stats are something I cooked up using 3rd Edition GURPS Vehicles to help get into the Guard mindset...

I'm intrigued.  Did you up grade to 4e?

Falkenberg >>> [your stats]

Cool.  In 3e I was a fan of using the "blaster" as the best analogy to the lasgun in the 40k universe, but in 4e I'm back to a higher-energy lasgun.  I'm a fan of the armour penetration (2) as a means of upping the lethality of the weapon while also making it slightly more "survivable" by unarmoured targets, which seems to be a feature in the novels.

Blasters in 4e?  Waaaay too deadly. :D

Malika >>> I need to get into GURPS again, hope to one day o an online RPG campaign set in the Anargo Sector! :)

I do actually have plans for this.  As I mentioned in a thread on Dark Reign it would involve some of the concepts behind the premise of the "Dark Twin," or the Malal-equivalent formed from the collective misworship of the Adeptus Ministorum.

With that said, interesting. :D

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Hey!  You stole the name of my game...

LOL!  Stole, hardly!  I merely wrote an unsolicited supplement.  wink

I upgraded to 4e for the basic books, but last I checked there wasn't anything as detailed as 3e Vehicles out yet, so I'm sticking with that until the 4e version comes out.

Given the rules and descriptions of lasers and blasters in 3e, I'm inclined to stick with  'pure' lasers, if just for easy of memory.  Especially when a glance at my book shows the closest equivalent to a melta is a flamer, and a fusion gun (which 40K considers a melta weapon) is the best  description of 40K plasma.  :)

~Falk

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LOL!  Stole, hardly!  I merely wrote an unsolicited supplement.  wink

*Makes sound of blowing a raspberry*

cheeky

I upgraded to 4e for the basic books, but last I checked there wasn't anything as detailed as 3e Vehicles out yet, so I'm sticking with that until the 4e version comes out.

No, the Vehicle Design System is not currently out for 4e, though it's my understanding that Dave Pulver is going to get the post-play test draft in Q2 or Q3 of this year, so we might see it Q4 or perhaps Q1-Q2 2012.  It's meant to be as crunchy as the original and is being treated as a "separate game" in some regards, so it should still have all the features that we are familiar with from Vehicles while also working simultaneously with the information presented in such supplements as Spaceships.

Given the rules and descriptions of lasers and blasters in 3e, I'm inclined to stick with  'pure' lasers, if just for easy of memory.

In 3e I would have disagreed with you.  The descriptions from the novels etc. all seemed to work much better with the description of the blaster.  On the other hand, the blaster has been upgraded in 4e (it's now an xd6(5) weapon, compared to the laser which various between xd(2) and xd(3), where "x" is "I cannot remember the stat off the top of my head"), so I'm back to using various types of lasers to represent lasguns of the different races.

Ultra-Tech and High-Tech are very useful when dealing with the 40k universe... along with many of the other books, of course.  Thank god they're not necessary, though.

Especially when a glance at my book shows the closest equivalent to a melta is a flamer, and a fusion gun (which 40K considers a melta weapon) is the best  description of 40K plasma.  :)

Now that is something that I can definitely agree with, and it's certainly true with 4e Ultra-Tech.