On Fri, 9 Dec 2011, Onno Meyer wrote:

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?


What your example actually gives it the chances of a Scout with a dedicated Gunner hitting an other. (though the scout can get one more level from a targeting program)

A fighter pilot has a -2 (if you just factor in the additional task as sensor operator) or a -4 (if you don't see firering a non turret gun and piloting as a single crew position).

Which puts him down to 9 or 7. Which is better then what i got from my fist edition GTraveller with a ROF bonus of 4, but still somewhat low.

Right now it seems the best way to go would be to further increas the ROF bonus, to get the Gunnery 14 Irmada pilot up to the 10 to 12 range again.

At the first look, i don't think i will break the system with other classes of ships. I might adjust the Point Defence bonus downwards though. Is that still +10 in second edition?
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