--- 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 _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
