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

Reply via email to