12-21-2016, 03:21 PM | #11 | |
Join Date: Jul 2008
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Re: Ultra tech proximity rounds.
Quote:
Was the 3 yard radius a function of something about the example, or just a constant value?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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01-21-2017, 08:07 PM | #12 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Ultra tech proximity rounds.
Quote:
That said, the regular scatter rules are much too short ranged for artillery fire, where a "direct hit" is defined as within 25 meters. The rules in the Using Artillery box in GURPS High Tech only worry about missed rounds on a critical failure, which is probably a really good way to approach the problem, unless you are adjusting fire in an urban area and worried about collateral damage or similar. Last edited by sir_pudding; 01-21-2017 at 08:10 PM. |
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01-23-2017, 07:49 PM | #13 |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Ultra tech proximity rounds.
Would you have any thoughts on PCs surviving the beaten zone for that article?
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Joseph Paul |
01-24-2017, 09:10 AM | #14 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Ultra tech proximity rounds.
Quote:
Note that surviving on-target fires for effect by even light mortars without cover is unlikely; at least not without significant injury..This is why digging in is important and also why the response to incoming is to hit the deck. |
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01-24-2017, 12:21 PM | #15 |
Join Date: Jul 2008
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Re: Ultra tech proximity rounds.
Of course, in GURPS we tend to want to be able to determine what that would do to a superhero, a dragon, a battle robot, and a vampire, not just what it would do to a human.
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ammunition, guns, ultra tech |
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