04-03-2012, 12:50 AM | #1 |
Join Date: Jan 2005
Location: Japan
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Homing + Extra Pass 1 = Undodgeable?!
Power-Ups 4: Enhancements introduces a new enhancement: Extra Passes (p. 18). In short, this enhancement enables a missed Guided/Homing projectile to turn around and to fly at the target again.
Naturally, since the missile has once passed by the target, the second attack comes from the back of the target. As per p. B391 -- the "Defending Against Attacks from the Back" section -- no one can make any active defense against this second attack (unless the target has Peripheral Vision or 360° Vision)! This consequence seems a bit too harsh since Extra Passes is a rather cheap enhancement. Is there any game-mechanical way to make the situation more reasonable?
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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
04-03-2012, 12:56 AM | #2 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Homing + Extra Pass 1 = Undodgeable?!
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04-03-2012, 01:01 AM | #3 | |
Join Date: Nov 2009
Location: Oregon
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Re: Homing + Extra Pass 1 = Undodgeable?!
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04-03-2012, 01:24 AM | #4 |
Join Date: Jan 2005
Location: Japan
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Re: Homing + Extra Pass 1 = Undodgeable?!
Thanks. Using the rule for runaround attacks looks fair. It's essentially the same as the "enter a foe's hex, evade him, leave the hex, enter his back hex, change facing, and then stab him from behind" tactics.
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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
04-03-2012, 01:28 AM | #5 |
Join Date: Jan 2005
Location: Japan
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Re: Homing + Extra Pass 1 = Undodgeable?!
Side question: Extra Pass allows the projectile to turn around at some point in the line of fire, but where is the turning point exactly? This is important when rolling "Hitting the Wrong Target" (p. B389).
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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
04-03-2012, 01:31 AM | #6 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Homing + Extra Pass 1 = Undodgeable?!
For Guided attacks that should be up to the shooter, I'd think. Homing attacks should either be fixed or up to the GM, depending on the special effects.
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04-03-2012, 01:34 AM | #7 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: Homing + Extra Pass 1 = Undodgeable?!
And it doesn't introduce it first time. It was in Powers on p.103 under Guided or Homing.
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04-03-2012, 04:32 AM | #8 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Homing + Extra Pass 1 = Undodgeable?!
I would lean towards it continuing its move that turn. Then it turns around. remember each pass is 1 turn.
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04-03-2012, 05:01 AM | #9 |
Join Date: Sep 2006
Location: SF Bay Area, CA
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Re: Homing + Extra Pass 1 = Undodgeable?!
I would think that the turning radius rules on B394 would be relevant here.
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04-03-2012, 06:15 AM | #10 |
Join Date: Sep 2004
Location: Canada
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Re: Homing + Extra Pass 1 = Undodgeable?!
You're making a huge assumption here - that you're shooting the target in the front exactly, and that the missile does some sort of hairpin turn instead of looping around in a wide arc, as per most high-speed movement in GURPS.
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