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Old 01-31-2018, 12:43 AM   #11
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: Grenade Launcher Acc and Granularity

Quote:
Originally Posted by Icelander View Post
That would seem to describe it, but most probably with larger containers.
Guess it's going to depend on what's meant by trash can I guess.


Quote:
Originally Posted by Icelander View Post
I seem to have failed a roll against the relevant Current Affairs or Hobby skill.
Don't worry you're not missing much!


Quote:
Originally Posted by Icelander View Post
I use the Job Training rules from Power Ups 3: Talents for active duty special operators and commandos, allowing them fairly economical access to very high skill levels for those trained tasks that fall under their primary MOS-relevant skills (including combat skills for most SOF personnel), as long as they have access to the lavish training facilities and the time and opportunity to devote essentially their full focus to maintaining their operational edge.

Former operators quickly lose the necessary edge, functionally reducing their skill levels by 1-4 as their narrowly focused and expensively maintained operational hypercompetence in the exact tasks trained lapses into 'mere' expertise in the broader fields of generic GURPS skills.
Cool I didn't know those rules, I like them!


Quote:
Originally Posted by Icelander View Post
I'm adding +2 for extra two seconds of Aim and +1 for All-Out Attack (Determined). 150 meters is a 165 yards, for a -12 SSR penalty. With a +5 TDM, we get effective roll to hit of skill-3 if we go by Acc 1, skill-2 if we use Acc 2.

With a high skill shooter, we run up against the rule from Tactical Shooting that limits functional accuracy by mechanical accuracy. With Acc 1, the maximum effective skill before penalties is (22 + (2 x Acc) = 24) and with Acc 2 it is 26. Acc 1 would make the weapon so inaccurate that in this kind of training, user skill above 15 wasn't relevant, except to allow less time to Aim. Efective skill 12 would be a functional maximum. With Acc 2, the functional maximum effective skill would be 14 and skill levels of up to 16 would be relevant. Skill 18+ would be relevant to allow the same performance in combat as practice.
All True. I wonder if some kind of specific targeted attack for specialised shots (e.g putting a grenade through a window at 150 yards). Although that kind of specific training could be the kind of thing covered by those training rules you mentioned above. And even then you hit the hard 22 + (2x Acc) limit which interacts oddly with lots of non combat bonuses IMO.


Quote:
Originally Posted by Icelander View Post
No more than with bows and crossbows, at least.
and if anything I'd have though an M79 grenade would travel even slower! (wiki listing rates tham at 76 m/s muzzle velocity, which modern bows will beat but not by huge amount actually, but then 150 yard shot even with a modern bow is a very long shot at an individual target!)

Quote:
Originally Posted by Icelander View Post
In any case, with interviews with former and current operators under JSOC indicating that even the cut-down M79 'Pirate Gun' is preferred over pistols, SMGs and the MP7A1 for engaging targets at longer ranges than 100 yards, I'm fine with a little 'grenade sniping'.
Yeah given that by RAW the only way to distinguish low Acc weapons here is the time to target rules, I'd use those rules here (even if I'm not massively keen on them as written). Ultimately I think grenades at this kind of range are more used on static targets rather than moving ones, and I'd adjust the time to target rules for that. And of course given the rounds being fired compared to SMG's and PDW's you do get a bit more leeway with missing and still effecting the target!

Last edited by Tomsdad; 01-31-2018 at 01:05 AM.
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federal agencies, hans-christian vortisch, high-tech, jade serenity, modern firepower, special ops


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