BTW: I wouldn't make the melee weapons lighter. The increased speed and strength of the BD, including the weight behind the blow from the suit (you always put your weight into it unless you are using something like a rapier) will amplify the penetration and damage a lot and be the reason for the increase. If you make the weapon lighter, instead of heavier, then you not only give up much of the potential for the kinetic energy transfer into the target but also make it easier to break regardless of the material.
I would make the weapon, say a cutlass-y thing, denser for strength, and with the balance having more weight towards the tip than otherwise. This will increase the impact speed and energy. It wouldn't be easy to use with such an awkward balance unless you were in powered armor, but that adds to the mystique, too. Think of it being thicker, heavier, and with power-boosted strength behind it backed up with the mass of a guy in BD to block incoming strikes, too. As well as chop through barriers.
This must be how the Vilani develop weapons. :rofl:
When I used Striker back in the day I redid the armor stats to fill out the TL's left out (15+) and increased the values of BD and Combat across the TL's from the time they show up to TL-15. BD was always a better armor but neither would keep out a high energy weapon. Striker's pretty unforgiving with the HE/laser/High Energy boosts damage level rule.
I did the same for the CT combat rules to better reflect how BD and combat ought to provide better protection against kinetic weapons than it has in the basic rules. At least I figure it ought to protect against any small arms of at least one TL less than the one the armor comes out at. Protect doesn't always mean stop though, but it should mean a better chance of survival if hit. Might not be much, but better than just looking at the tables and saying anyone hit dies this turn.
TL-15 BD is rated at 25 for example, and TL-13 BD is 15. Combat is 10 at TL-10 and tops out at 18 at TL-15.
For CT the armor DM is increased by TL. So for TL-15 BD the DM is +6. It helps increase the chance of avoiding the Gauss Rifle buzzsaw as well as energy weapons, but not so much that the wearer doesn't need to keep his head down. He isn't a tank.
I also increased the spread on the wounding tables for Striker. For PC's the results are varied levels of dice damage. It provided more granularity to the damage model more suitable to role-playing. For generic NPC's I use the regular Lt/Hvy/Death tables so it is fast playing.
NPC's that are effectively my PC's use the the first table for the same role-playing reasons as PC's.
If you want the tables I have to look over and see if there is anything you can use I'll post them.
But laser or electrothermal (plasma) ignition fires off the round in the chamber, so we are back to having more recoil and no reason for the gauss rifle launcher for initial velocity.
.
Ignites it in, not fires off in. Ignition has a delay time to get up to working pressure - a time during which the gauss component is kicking it out.
Any non-gyrojet is going to have recoil. Cannot be avoided. The trick is minimizing that recoil. In fact, the laser can be timed and focused for ignition at exit, even.
Ideally, the rocket begins to thrust just past the barrel.
Keep in mind: a rocket at ignition is not at full thrust; in fact, the delay is often significant, a major problem for Gyrojets.
This must be how the Vilani develop weapons. :rofl:
As far as this is concerned, probably better we take this up in my Striker thread- you can see what I've been up to, and you can present your system as an alternative for me and others to consider.