--- On Thu, 12/8/11, Johannes Trimmel <[email protected]> wrote:

> My page 163 gives (gunner Skill *2) + 4 + Targeting
> Program. 

2nd Edition, 1st printing gives a +7 instead of +4.

> 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..

12 seems too low for something that's basically a life or death skill, although 
I could see the gunners on merchant ships in peaceful regions (or trying to cut 
expenses) being that low.
 
> 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?

For the fighter, you are probably looking at Gunner-14, doubled t 28 (to 
account for capping Acc), adding 8 for RoF bonus (35 effective skill) and 
another 7 for his Targeting program (TL 10 cockpit computer complexity 6, +1) 
for a final adjusted total of 42.

The Scout has +8 Size modifier, so effective skill is 50. This gives an 11- to 
hit at 0 hexes, 9 at 1, 7 at 2, 6 at 3, etc. Active sensors give a +2.

For the Scout firing at the fighter, the two main differences are that it gets 
a +8 for the Targeting program (having a higher complexity computer) and the 
fighter is Size Modifier +6.

Brandon
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