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
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