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Old 06-23-2014, 12:03 PM   #62
vicky_molokh
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Default Re: (Unofficial) FAQ of the GURPS Fora

Q: The mechanics of Homing attacks are confusing. What modifiers are used?
A:
Quote:
Originally Posted by z0boson View Post
Hello!

I got the answer from Kromm!

Quote:
Originally Posted by Kromm
The rules are meant to be taken literally:

1. The attack uses this sense for the purpose of combat modifiers.

2. To "lock on," you must Aim at the target and make an unmodified skill roll. Do not roll against your skill to hit. Instead, use the attack's skill of 10 – plus Accuracy, if you made your skill roll – and ignore all range penalties.

Thus, all the roll is 10 + Accuracy. The only penalties that apply are those that would jam the homing sense: darkness/fog for vision, jamming for radar, and so on. You specifically ignore range and speed.
and...

Quote:
Originally Posted by Kromm
Oh, and I ignored the most important part: "Lock on" rolls aren't modified. Lock on is just an Aim maneuver where you have to roll against skill. This is a roll to properly use the equipment.
Q: Which Aiming modifiers are capped and which aren't?
A:
Quote:
Originally Posted by Kromm View Post
Here's the hierarchy of modifiers:
  • Bonuses to skill. These apply whether or not you take an Aim maneuver. They include the +1 to skill from a laser, a reflex sight, or a computer sight; the +1 to skill from All-Out Attack (Determined); and any situational benefits the GM gives for, say, shooting at a backlit target. Such modifiers are not subject to any special limit. If, at the instant you pulled the trigger, the basic weapon were teleported away and replaced with another with a higher or lower intrinsic Accuracy score, you would still get the exact same skill bonus.

  • Aiming Modifiers. These apply only if you take Aim maneuvers before you attack. They fall into three basic categories:

    • Weapon's intrinsic Acc. You may always claim your weapon's full Acc bonus after a turn of Aim. Some modifiers adjust this base value for the purposes of the next category:
      • Add any bonus for fine (accurate) or very fine (accurate), or subtract any penalty for a cheap or poorly maintained weapon.
      • Apply any +1 for match-grade ammunition. The previous modifier can qualify or disqualify you for this!
      • Apply any modifier for adding a pistol stock or collapsing a folding stock.

    • Bonus Acc from any aiming aids. You may claim additional Acc from scopes, laser rangefinders (not mere targeting lasers!), or any other gear that says it increases Acc rather than skill if you Aim and meet any special conditions attached (e.g., minimum turns of Aim to claim a full scope bonus). This bonus cannot exceed the previous one. This is the only place where a limit applies!

    • Bonus Acc from the Aim maneuver itself. You may claim bonuses to Acc from two or more turns of Aim, and from bracing as part of Aim (whether on a piece of cover or using a rifle sling, a bipod, or a tripod). This is not subject to any special limit, and is in effect a skill bonus that kicks only in after you Aim.
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Last edited by vicky_molokh; 07-26-2018 at 03:19 AM.
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