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Old 04-03-2012, 12:50 AM   #1
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Default 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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Old 04-03-2012, 12:56 AM   #2
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Default Re: Homing + Extra Pass 1 = Undodgeable?!

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Originally Posted by Gurps Fan View Post
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)!
Shouldn't it be a Runaround Attack at that point, they know it's there. Also if you are smart and you know it has Extra Passes, you Retreat from the first one in such a way that you can still see it.
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Old 04-03-2012, 01:01 AM   #3
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Default Re: Homing + Extra Pass 1 = Undodgeable?!

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Originally Posted by Gurps Fan View Post
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?
The Extra Pass should get at best the benefit of a Runaround Attack - ie, one that the defender is fully aware of, but is coming from beyond their normal line of sight, for a -2 to defend. However, I'd just let the defender make another Dodge roll at the same modifier as the first, including bonuses for Dodge and Drop, penalties for position, etc. That way just feels more fair.
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Old 04-03-2012, 01:24 AM   #4
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Default 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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Old 04-03-2012, 01:28 AM   #5
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Default 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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Old 04-03-2012, 01:31 AM   #6
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Default Re: Homing + Extra Pass 1 = Undodgeable?!

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Originally Posted by Gurps Fan View Post
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).
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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Old 04-03-2012, 01:34 AM   #7
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Default Re: Homing + Extra Pass 1 = Undodgeable?!

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Power-Ups 4: Enhancements introduces a new enhancement: Extra Passes (p. 18).
And it doesn't introduce it first time. It was in Powers on p.103 under Guided or Homing.
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Old 04-03-2012, 04:32 AM   #8
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Default Re: Homing + Extra Pass 1 = Undodgeable?!

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Originally Posted by Gurps Fan View Post
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).
I would lean towards it continuing its move that turn. Then it turns around. remember each pass is 1 turn.
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Old 04-03-2012, 05:01 AM   #9
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Default Re: Homing + Extra Pass 1 = Undodgeable?!

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Originally Posted by Gurps Fan View Post
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).
I would think that the turning radius rules on B394 would be relevant here.
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Old 04-03-2012, 06:15 AM   #10
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Default Re: Homing + Extra Pass 1 = Undodgeable?!

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Originally Posted by Gurps Fan View Post
Naturally, since the missile has once passed by the target, the second attack comes from the back of the target.
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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