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Without reading into it, I believe that's all the result of the Power Cells being more efficient. There's rules for increasing an energy weapon's damage at higher TL's after its introduction, increasing range and number of shots. looking back I find it as a sidebar in GURPS Ultra Tech, 2nd Ed. If I understand your question, I think it's supposed to be both cheaper and better but someone would have to look at it for me. I'm not familiar with that in fourth edition, and I don't have my books here. So does that mean the tech 7 version is 50% cheaper and the tech 9 version is the regular cost but 10% better? Or is it jus' the same gun an' it's 50% cheaper and 10% better? Tech Level 7 Gun at Tech Level 9 is 50% cheaper and 10% better. I'm makin' up the numbers for this, but it went somethin' like this. I remember seeing this in 3rd ed, an' I'm pretty sure there's somethin' similiar in 4th. Other than being required, it has no effect on any powers. So Insubstantiality costs more for mages and psis and so forth. In other words, the Affects Substatial under Insubstantiality (p.62) does not make Psi and Magic affect the material world, it is required if you have psi or magic which already can affect the material world (or any other power than can affect the material world). The one listed under the Insubstantiality is required IF you have any powers that can affect the substatial world, such as magic, psi or a power with the (other more general0 Affects Substantial modifier. Or does the enhancement just get rid of the -3? Why not say magic/psi won't work, then direct to the Affects enhancement? Insubstantiality is 80 points and it says magic and psi work at -3, but then it has Affects Substantial for +100% and says you need it for magic and psi to work. Common modifiers might include Obvious or Nuisance Effect.
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If they don't, then you look for the modifier that simulates that affect, such as the Electrical or Unreliable. It doesn't matter if their cybernetic or flesh if they function the same, they cost the same. I think this would also apply to things you normally don't have, such as a human with gills. If it is prone to failure, you can apply the Unreliable disadvantage and so forth. Then, if you want, you can apply modifiers to simulate the mechanical nature of the body part.įor example, If the cybernetic arm is vulnerable to electric attacks and might short out, you can then apply the Electronic disadvantage. If either a flesh or cybernetic arm is stronger than the base body, you can buy ARM ST or ARM DX the same for both. A cybernetic arm is inherently no different than a flesh arm. But I think they should cost the same as flesh until modifiers are introduced. It depends on a lot on the game and how the GM wants to do it, of course. I then had one-arm with greater striking ST and arm DX but were both vulnerable as well. I dummied up someone with a steampunk equivalent of a bionic limb by making it a mitigator for the one-arm disadvantage, but vulnerable. One thing that I was wondering about is how people like to do bionic limbs. Though the library of books available may be small, what’s out there is still pretty concise, and the list of books is constantly growing. This thread is for questions and discussions regarding the GURPS Fourth Edition rules.