09-06-2009, 10:33 PM | #21 | |
Join Date: Aug 2008
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Re: Parachuting: modifiers for LALO and HALO jumps?
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Personally, I'd consider the exit pretty much a given as good unless the person is trying something particularly complicated or precise exits. Someone with practice shouldn't have to worry about a good exit. Throwing safely while stable is worthy of a roll, I'd think, when you're dealing with all of that gear. Personally, I'd lump flying the canopy and langing in with Parachuting, as the description of the skill says that it covers use of parachutes. Again, I'd probably have changing wind conditions, wingloading, obstacles, etc. tack on modifiers to the landing roll. On a botched landing, I'd allow a Breakfall roll defaulted from Parachuting to represent a proper PLF with failure resulting in damage being taken mostly by the ankles and knees. Without any real experience with swooping, I couldn't offer any suggestions on handling any sort of extreme parachute guidance or trick landings. That's my $0.02
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09-07-2009, 07:22 PM | #22 | |
Join Date: Jan 2008
Location: Somewhere between Cape Horn and Zenith Point
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Re: Parachuting: modifiers for LALO and HALO jumps?
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Before High-Tech I only roll Parachuting, but there have rules that to steer a ram-air parachute you must use Piloting (glider), so it's not house rules, but core rules. You embrace it if you want... |
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09-07-2009, 07:41 PM | #23 | |
Join Date: Aug 2004
Location: Reykjavik, Iceland
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Re: Parachuting: modifiers for LALO and HALO jumps?
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Taken from Wiki. The HAHO technique is used to airdrop personnel at high altitudes when aircraft are unable to fly above enemy skies without posing a threat to the jumpers. In addition, HAHO parachute jumps are employed in the covert insertion of military (generally special forces) personnel into enemy territory, in circumstances where the covert nature of an operation may be compromised by the loud noise of parachutes opening at low altitude. In a typical HAHO exercise, the jumper will jump from the aircraft and deploy the parachute at a high altitude, 10–15 seconds after the jump (typically at 27,000 feet (8,200 m) or so). The jumper will use a compass or GPS device for guidance while flying for 30 or more miles. The jumper must use way points and terrain features to navigate to his desired landing zone, and correct his or her course to account for changes in wind speed and direction. If deploying as a team, the team will form up in a stack while airborne with their parachutes. Usually, the jumper in the lowest position will set the travel course and act as a guide for the other team members.
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09-07-2009, 07:50 PM | #24 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Parachuting: modifiers for LALO and HALO jumps?
Generally, the core rules (Character and Campaign) supersede any supplements by virtue of being, well, core.
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09-07-2009, 07:54 PM | #25 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Parachuting: modifiers for LALO and HALO jumps?
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The most recent rules are the ones that count. Ideally, new supplements shouldn't contradict the Basic Set, but we live in an imperfect world and when it does, the newer supplement is considered the official version of the rules. Of course, players and GMs are free to negotiate between themselves to use any rules they want, including older rules or house rules, but if you ask for advice on the official forums, you are more likely to get an answer based on the current rules.
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09-07-2009, 08:22 PM | #26 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Parachuting: modifiers for LALO and HALO jumps?
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09-08-2009, 12:13 AM | #27 |
Join Date: Sep 2004
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Re: Parachuting: modifiers for LALO and HALO jumps?
I have to lean more towards Icelander here.
The sourcebooks give more detail in certain areas with the assumption that you will be largely ignoring other areas. HT overrides Basic in the sense that there are 5 TL7 9mm handguns, not just one. This is really more like an elaboration than a correction, though. It doesn't force you to use those stats in a TL7 magic setting, or a TL7 martial arts setting. I am not aware of any rule changes only in sourcebooks that are meant to affect all genres. (Possibly buckshot being P instead of P-, but I think there was an erratta for that; it wasn't just in a sourcebook.)
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09-08-2009, 05:11 AM | #29 |
Join Date: Jan 2008
Location: Somewhere between Cape Horn and Zenith Point
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Re: Parachuting: modifiers for LALO and HALO jumps?
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09-08-2009, 12:23 PM | #30 |
Join Date: Aug 2008
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Re: Parachuting: modifiers for LALO and HALO jumps?
My main problem wtih Parachuting only covering throwing yoru pilot chute or cutting away and flying your reserve is that it seems way too specialized, especially when those two tasts are so routine in skydiving of any kind that I couldn't force a roll for them in good conscience. At most on a mal, I'd impose a Fear check for the jumper to keep his wits about him and that would determine if he cuts away or is stunned for a number of seconds, at which point, how quickly he recovers depends on how low he is when he cuts away.
I could see using a Parachuting roll to clear a partial mal like line twists or a slider that hasn't come down, or maybe to decide if you need to cut away. I could also see expanding Parachuting to include packing a parachute (with a hefty default to packing reserve chutes thanks to the 70lb spring involved), and properly maintaining a rig. I just have a hard time requiring a roll for something as routine as jumping over child's toy or cooking scrambled eggs.
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Tags |
halo/haho, parachuting, special ops |
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