My page 163 gives (gunner Skill *2) + 4 + Targeting Program. I have used
higher Gunnery skills, because they were in the templates, though
personally i would prefere it, if skill 12 would not be to low to achieve
anything..
Either way and for either ship you need to be in the same hex to
practically have a chance to hit. Which makes the decision for the size of
the hexes questionable. Whats the point of having so many range bands, if
you always have to go to range zero to achieve anything?
I also do not think that i have matched exotic ships against each other.
The Scout is a typical PC ship (Beowolfs and Emperess Maravas are not
different in the stats here), the fighter would be a manageable opponent,
and small tradeships would be what it is going against, if it is doing
custom duty and hunting smugglers.
Even if the fighter pilot does not get a penality for both piloting and
firering, he still gets a -2 because he operates the sensors as well. If
he does complex communication as well, he is at an other -2.
So do Irmada fighters have any point, other then being flying cameras?
On Thu, 8 Dec 2011, Alaconius wrote:
Hi Johannes,
As a suggestion? List the circumstances you're looking at, then list the
modifiers involved, and then list the situation.
For instance, suppose you're dealing with a scout, with a size modifier of
+8
Accuracy bonus for a single weapon firing is +7
Maximum bonus due to skill level is x2, so a skill 12 gunner firing such a
weapon system will be at skill 12 x 2 + 7 +
Per page 163 (Gunner skill X 2) + 7 + Targeting program bonus is max gunner
skill. So a skill 12 gunner using a cockpit computer targeting program
would have a skill of 12 X 2 + ROF bonus 7 + Targeting program 7, for a
total value of 38.
Then we include the size modifier of +8, for a baseline of 46. With active
target lock, that's a +2 up to 48.
Range: 0 Hexes -39 or modified 9 to hit with target lock, 7 to hit without.
Range: 1 Hexes -41 or modified 7 to hit with target lock, 5 to hit without.
Range: 2 Hexes -43 or modified 5 to hit with target lock, 3 to hit without.
Note however, that unless you have a passive sensor solution (ie you've
successfully discovered that there is a target there), you can't fire upon
the target. Also, I don't think the pilot's skill is penalized -4 if he's
pointing his craft at his target as he fires. (I could be wrong).
Hal
-----Original Message-----
From: [email protected] [mailto:[email protected]]
On Behalf Of Johannes Trimmel
Sent: Thursday, December 08, 2011 9:05 AM
To: GURPS Maillist
Subject: [gurps] Another GTraveller Space Combat Problem
I just did set up a battle between an Irmada Fighter and a Scout as
dryrun, so i don't have any suprises when doing spacecombat in a game.
Now with ordinary gunners from the templates, and with Complexity 6
Targeting Programs (the highest the fighter can have) i get adjusted
Gunner Skills of around 40.
So given the rangemodifers, there barely is a chance that the ships hit
each other, unless they are in the same hex and use active sensors.
It is especially dire for the fighter, that is supposed to be operated by
a crew of one, and thus the fighterpilot would have a net -4 on all his
rolls for filling multiple positions.
What am i missing?
One mans groundfloor is an other mans earthmissle
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Johannes Trimmel
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