On Thu, Dec 8, 2011 at 5:39 PM, Johannes Trimmel <[email protected]> wrote: > > 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. >
What's the rate of fire? Low probablity event, times many chances = reasonable chance of success. Same thing in mass engagements, even if ROF is low.` -- David Scheidt [email protected] _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
