Johannes wrote: > 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.
Hello Johannes, in GT, Weapons roll once per 20-minute turn, representing 20 or more shots. An Iramda with C6 targeting and a skill-14 gunner has an augmented gunner skill (GT173) of 14 (base skill) + 14 (acc capped at skill) + 7 (RoF bonus) + 7 (targeting program) -------------------------- + 42 To that, add size, subtract range, optionally add active sensors. At a range of one hex, the roll against a Free or Far Trader is + 42 (augmented skill) + 8 (size) - 41 (range) + 2 (active sensors) -------------------------- + 11 That gives a better than even chance of scoring a hit. Basically, if you're using a fighter with a single pilot/gunner, get in close to knife range. With a dedicated gunner in a turret, a bigger computer, and three weapons per mount, you can expect hits at several hexes. How does that sound? @David, the high RoF effects are already figured in. @Brandon, the Navy Aviation Officer template has skill 14 in two gunner skills, while the Navy Enlisted has skill 16 in one gunner skills. Just how exceptional are those PC-level skills? Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
