Friday, February 18, 2011

Wand Game Mechanics.

As the guardian wand is not a standard GURPS weapon I will lay out specific GURPS 3e rules for its use. Hopefully this will give others enough information to convert its gaming mechanics to other systems.
Use of the wand requires a multitude of skills, Required are tonfa(for use as a sidearm baton), short sword (for use as a baton and shock club), force sword(for use as a sonic blade) and Guns skill is required to fire the incorporated projectile gun. Guns (laser) to fire the flashlaze rounds.
Veteran warriors will posses these skills at 16. Masters will have them at 20.
Since the weapon is powered by a single TL14 rC power cell the GM must keep track of each use of the wand and calculate the appropriate power usage. Or you can play by cinematic rules and either never have the wand run out of power during a battle or run out at the worst time.
If you want to calculate power usage the integrated targeting system uses negligible power. The needle magazines, like GRUPS gauss magazines include their own power packs, which have just enough power to fire all of the rounds in the magazine, so it is unnecessary to track their use.
The easiest way to track the other power usage is to equate mode of operation to a specific amount of power using the following table. The rB cells of the wand can deliver 1440 kWS or 4 kWH of power. The neurolash and stun wand are rated in number of hits. Treat the antitamper protective device as equivalent to a stun wand hit per turn the weapon is held. The sonic blade mode is rated in minutes use.
1440 kWs Total Hits Power Cost
Sonic Blade
-192/min
Neurolash 126 -11/hit
Stun Baton 126 -11/hit
Neddles 100
LCSA 20

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