01-11-2011, 01:27 PM | #1 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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[Spaceships] (Short-range) Jump Drives in Tactical Combat
Greetings, all!
In my upcoming campaign, one of the ships has a unique Jump Drive that is capable of short-range teleportation in combat. It's rather random (roll 1d for direction and 1d×5 +1d for distance in hexes). However, what I have trouble with is using it for its main purpose - defense, since normally piloting and navigation tasks are resolved in the beginning of a turn, while shooting/hitting and movement are resolved closer to the end. It is quite obvious that the drive allows the ship to totally avoid a missile/shell if it takes more than a turn to reach it. However, what about defending against beam weapons? Should it be some sort of extra Dodge roll based on Electronics Operation (MT)? A Navigation vs. Artillery (Missiles) Quick Contest? Something else? Thanks in advance! |
01-11-2011, 01:39 PM | #2 |
Join Date: Mar 2008
Location: Dallas, TX
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Re: [Spaceships] (Short-range) Jump Drives in Tactical Combat
I'd make it a dodge roll based on Navigation (Hyperspace) or whatever FTL skill you use for normal operation, but with the limitation that you can only use it once per turn.
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01-11-2011, 05:10 PM | #3 |
Join Date: Jun 2010
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Re: [Spaceships] (Short-range) Jump Drives in Tactical Combat
Use it to impose a penalty on the beam weapon's controller. After all, it's like any other manoeuvring a spaceship will do in the turn time, really. You've gotta predict where it will end up. It's merely more random.
How big an area of space is 1 hex for you? 1 light second? 0.1 light seconds? 0.01 light seconds?
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Tags |
jump drive, skiff, spaceships, star control |
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