Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-10-2013, 10:33 AM   #11
Mr_Sandman
 
Mr_Sandman's Avatar
 
Join Date: Aug 2006
Location: L.I., NY
Default Re: Synchronizing shots between squad members

Quote:
Originally Posted by gesus View Post
So still not by RAW...
What do you mean who's GM? One guy. Maybe he's reading this right now :)

I think we just found some sort of solution actually. I guess.
"If you follow an Aim maneuver with an Attack or All-Out Attack with the same weapon against the same target, you get a bonus to hit."
"WAIT
Do nothing unless a particular event you specified in advance occurs before your next turn; e.g., a foe moves into range. If that happens, you may transform your Wait into an Attack, Feint, All-Out Attack (you must specify the option before acting), or Ready maneuver."
So it looks like if we take Wait after few turns of Aim, we have an Aim followed by Attack (if trigger occurs). So... since Aim is followed by Attack, it's bonus is retained. I guess.
Turns:
1. Aim
2. Aim
3. Aim. Here comes command: "Get ready".
4. Wait (trigger: command "attack"; action: Attack). Here comes command: "attack" which triggers Wait. So 4-th maneuver become Attack and thus 3-rd maneuver is followed by Attack.

Is this by RAW?
If your GM doesn't allow a wait to retain aim bonuses against a particular target, as opposed to a hex, because it isn't explicit in RAW, there is another convoluted way to do it by RAW.

Turn
1. Command: "Aim"
2. Aim
3. Aim
4. Shooters Aim and report "Ready" as a free action. Leader Waits until last shooter reports "Ready" and gives command "Fire"
5. Shooters All Out Attack determined.

But for simplicity's sake, just letting a Wait retain the bonus of an Aim is the best way to go, and there is support for that interpretation in the rules for covering a hex.
Mr_Sandman is offline   Reply With Quote
Old 06-10-2013, 01:46 PM   #12
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Synchronizing shots between squad members

As has been said, p. B390 explicitly allows Wait to double as Aim on point targets, and Wait has a built-in trigger clause that doesn't exclude "I act when I receive an order." All of that is in the rules.

That said, why would you use tactical combat for this at all? It's a surprise attack. Ambushes don't need turnwise resolution with manuevers. You just say "We all attack on his order!" and leave it at that.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
Old 06-10-2013, 01:47 PM   #13
Peter Knutsen
Banned
 
Join Date: Oct 2007
Location: Europe
Default Re: Synchronizing shots between squad members

Quote:
Originally Posted by Tuk the Weekah View Post
If your team has a means of telecommunication (ie: the Coordinator is a Telepath or, somewhat more mundanely, they have walkie-talkies or bluetooth-enabled phones), and all 3 snipers are Waiting for the same fire command, I see no reason why the attacks couldn't be (in GURPS terms) simultaneous.
I also see no reason why, if the team drills the procedure extensively, it can't be made into a non-levelled Perk that gives a reasonable bonus to any rolls to avoid timing mishaps in such a situation.
Peter Knutsen is offline   Reply With Quote
Old 06-10-2013, 05:06 PM   #14
fredtheobviouspseudonym
 
Join Date: May 2007
Default Technological solution --

Back in the late 1980s some US company had a gadget. Each sniper rifle had a transmitter-receiver solenoid interposed between the trigger and the rifle's action. A team of up to six snipers could line up on their targets & squeeze the triggers. Only when all six triggers were pulled would the six rifles fire. IIRC the maker claimed the shots would all go off within one-twentieth of a second. The variability had more to do with the rifles' varying lock time than the system.

Or -- just have all snipers on radio. Let the commander say, "Four, three, two, one, shoot!" Should be within about 1/5th second.
fredtheobviouspseudonym is offline   Reply With Quote
Old 06-10-2013, 10:30 PM   #15
Dustin
 
Dustin's Avatar
 
Join Date: Oct 2004
Location: The former Chochenyo territory
Default Re: Synchronizing shots between squad members

Quote:
Originally Posted by Kromm View Post
As has been said, p. B390 explicitly allows Wait to double as Aim on point targets, and Wait has a built-in trigger clause that doesn't exclude "I act when I receive an order." All of that is in the rules.
I suspect the confusion is that B390 is mostly discussing "watched hexes" awaiting the appearance of a target who isn't there yet. It's reasonable to extend the 1 hex version to a target creature already in view, but I understand thinking that doesn't fall under "Opportunity Fire", as 1-hex areas and point targets are not usually treated as synonymous in GURPS.
__________________
My gaming blog: Thor's Grumblings
Keep your friends close, and your enemies in Close Combat.
Dustin is offline   Reply With Quote
Old 06-11-2013, 08:28 AM   #16
Ultraviolet
 
Ultraviolet's Avatar
 
Join Date: Apr 2008
Location: Århus, Denmark
Default Re: Synchronizing shots between squad members

Quote:
Originally Posted by Kromm View Post
As has been said, p. B390 explicitly allows Wait to double as Aim on point targets, and Wait has a built-in trigger clause that doesn't exclude "I act when I receive an order." All of that is in the rules.

That said, why would you use tactical combat for this at all? It's a surprise attack. Ambushes don't need turnwise resolution with manuevers. You just say "We all attack on his order!" and leave it at that.
Yes, going into tactical combat rounds tips off the enemy you are trying to surprise... ;)
Well, in Order of the Stick it would have. "Nothing is happening, yet I still have to choose Do Nothing each second!"
__________________
Playing GURPS since '90, is now fluent in 4th ed as well.
Ultraviolet is offline   Reply With Quote
Old 06-11-2013, 08:36 AM   #17
whswhs
 
Join Date: Jun 2005
Default Re: Synchronizing shots between squad members

This is the sort of thing where I'd ask for a Leadership roll. Whoever is acting as leader of the fire team can get exact coordination on a success, but not on a failure. You could also apply a Gesture roll, but I think if someone has Leadership skill a separate Gesture roll would be redundant; this is going to be one of the things where a good leader will have made the gestures routine long ago.

Since the intent is to gain effective surprise on the targets, you might also review the surprise rules in the Basic Set.

Bill Stoddard
whswhs is online now   Reply With Quote
Old 06-11-2013, 10:37 AM   #18
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Synchronizing shots between squad members

Quote:
Originally Posted by whswhs View Post

This is the sort of thing where I'd ask for a Leadership roll.
That is what I do in my campaign. People can attempt this without a leader, but then each person has to make a Per or Per-based Soldier roll (similar to the "Target Discrimination" roll on p. B390), with failure meaning a late shot. A single Leadership roll waives all those rolls and ensures simultaneous fire. All this is at the resolution of GURPS – meaning "within one second" if it works or "with a delay of up to a second" if it doesn't.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
Old 06-11-2013, 05:52 PM   #19
gesus
 
gesus's Avatar
 
Join Date: Sep 2011
Location: Ukraine, Kiev
Default Re: Synchronizing shots between squad members

So... Is it Aim + Wait for command or is it Leadership / Perception roll?
gesus is offline   Reply With Quote
Old 06-11-2013, 06:02 PM   #20
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: Synchronizing shots between squad members

As stated above, Aim + Wait is RAW.

The bit about Perception/Leadership is more of a GM ruling (e.g. if the command is too quiet and the background noise is loud, but that's just one possibility out of many).
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Reply

Tags
aim, turn sequence, wait

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:12 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2023, vBulletin Solutions, Inc.