05-07-2009, 10:02 PM | #21 | ||
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Re: Sniper and Medic
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05-07-2009, 10:28 PM | #22 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Sniper and Medic
That sounds fine for most encounters, but how does one make an NPC sniper or sharpshooter challenging without having them systematically decimate a group?
How do vehicles and artillery stay lethal yet avoidable with the current HP rules? I'm coming from a mostly d20 RPG background, so the transition from up to 150 or so HP for a high end character to 10-20 HP for most high end GURPS characters is a bit daunting to say the least. |
05-07-2009, 10:50 PM | #23 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Sniper and Medic
Equipment helps a lot as noted, sniper fire is special condition stuff.
i would also look at Zen Archery for guns. And luck is pretty good, you wont be doing that many sniper shots so it can cover them with the basic level. or Super Luck limited to only Sniper shots would really be awesome. I can see it getting a -80%due to the very specific circumstances. And to the mundane skills please add breath control and possibly meditation. |
05-07-2009, 11:04 PM | #24 | |||
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Re: Sniper and Medic
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You could have a guy who has a perception of 15, danger sense and a decent move and dodge score and he could conceivably find cover before the artillery even hits, negating the attack before it was even rolled.
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-safe from the children born as ghosts |
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05-07-2009, 11:22 PM | #25 | |
Join Date: Apr 2006
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Re: Sniper and Medic
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Of course, depending on how badassed the PCs are, and what kinds of cinematic options you allow them (flesh wounds, buying successes, high levels of Luck, etc), they may be able to survive being thrown into the kinds of dangerous situations where people in real life mostly get killed. Also keep in mind that GURPS characters can survive well into negative HPs, especially if they have effective HT 14+ when making those consciousness checks and death checks. They're fragile, but not as fragile as you think. The reason I mention this last is that even if you survive taking, say, 40 points of damage, you'll still be out of action for a long time without some kind of magic or superscience healing.. so it's better to avoid it if you can. |
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05-08-2009, 12:00 AM | #26 | ||
Join Date: Jul 2008
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Re: Sniper and Medic
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...Don't give the tank anything that could be imagined as a fair shot. It probably has more than 3 times your armor, 8 times your HP, and a good fraction of your team's total firepower. Artillery is going to randomly kill and maim PCs caught in it, just like it does to real people, unless they have good dodge backed up by luck or other cinematic last-ditch defenses. Quote:
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05-08-2009, 12:09 AM | #27 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Sniper and Medic
Food for thought.
I hope I can balance the heroic fuel against the nitty gritty of human physiology. |
05-08-2009, 05:40 AM | #28 |
Join Date: Oct 2008
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Re: Sniper and Medic
Artillery: If the shell is not really exactly at your location dropping is a good defense against the real killer: fragments.
Veteran troops tend to be good at hearing incoming arty and dropping in time. (Mostly an effect of combat reflexes giving them a no freeze time so they get the dodge defense) Also having any sort of helmet and bodyarmor helps survivability a lot as hits to torso and head are the ones most likely to kill you. Tanks: Modern tanks are annoying in that they have good mobility, thermal vision and incredibly good frontal armor, with tanks deployed to streetfighting usually having ERA or other suplememenatal side/rear armor against anti-tank weapons. Best weapons against them are Combat helicopters, Other tanks and heavy antitank weapons from rear. But they are a pain.. Against snipers: the only defenses against first shots are really: not be detected(Stealth mostly), Hope the sniper misses or does not do any/much damage on first shot(Aided by cinematic combat rules, armor and use of cover) or detecticting the sniper first(not likely...) After they shoot the first shot the characters can get cover and such, after that it is down to tactics(move and fire and such) to flank or otherwise take control of the situation until you either use a heavy weapon to take out the sniper(prefered method) or shoot him.. As for sniper character: As Icelander says a skill of 18-20 should be more than enough for a sniper as long as they have the supporting stuff in place. (Precision aiming, good sniper weapon and scope and such) Medic char: Using the normal rules without super science a good medic can heal few HP/wound(1d+1 at TL9+), make most seriously wounded ones survive and help the slow recovery of wounds to be faster(+2 hp/day and giving +1 to the natural recovery). For cinematic medics you either need to give them gear that heals better or give them some "magic" healing. A possible thing could be some ultra tech device/drugs that give the regeneration advantage for a given time period. General survivability: High dodge, luck and bodyarmor are the main ways if you are actually shot at. To avoid being shot at: Stealth, camouflage and tactics. If actually hit: high HT and hard to kill. HP is way less important as rifles do enough damage if you do not have heavy enough armor.. |
05-08-2009, 06:23 AM | #29 | |
Join Date: Aug 2005
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Re: Sniper and Medic
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05-08-2009, 06:28 AM | #30 | |
Join Date: Aug 2005
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Re: Sniper and Medic
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A little precognition can go a long way. |
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Tags |
medic, q&a, random, sniper |
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