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#1 |
Banned
Join Date: Jan 2007
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So the bottom line is a team of SEALs parachutes onto the destroyer (Or the ocean near it and board it) at night, so the pirates don't see them, with their gear, take up positions on the rear of the boat with their rifles, and as the lifeboat is being held at the end of a towline (I don't know how or when that happened) manage to shoot the 3 remaining pirates in the head in the same second.
Wow, anyone try statting this out in their favorite game systems? I mean, let's look at the negative mods here. First we have the range, which I'm not sure of, say 50-150 feet or so. OK, no problem for a good rifle with a scope. The destroyer was a fairly substantial ship and the sea was apparently calm, so it was probably quite stable, say maybe a very minor negative mod to shoot from it at worst. Now the lifeboat was a small boat, almost certainly bobbing on the sea. The snipers had to shoot through a fairly small plastic window from the animation I saw and hit human head sized targets all in the same second. So we had some cover mod and motion mod from the bobbing, and these SEALs pulled it off. 3 times out of 3 tries. I wonder what rifles they were using? 30-06 or .50 caliber? So basically I'm trying to stat out the negative mods the snipers had to deal with, as in the motion of the ship they were on (minor probably) and the motion of the targets (A lot more, I'd guess) and the fact there was at least some cover involved (Visual obscurement even if it couldn't stop or even deflect the bullets.) plus the size mod for a human head and range. The last two are pretty easy to work out as most decent RPG systems have mod lists for range and target size. As to the motion factors and what effect on trajectory going through the boat's hull had, those are less easily determined. I guess we assume the SEALs had about the maximum possible skill in heavy rifle, had time to set up, had plenty of time to aim (Almost unlimited in game terms) and had some of the most accurate rifles modern technology can produce. Obviously they had enough pluses to overcome the negative mods, it'd just be fun to see how well some RPG systems compare to reality when modeling this. |
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#2 | ||||
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#3 | |
Join Date: Feb 2009
Location: phoenix az
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#4 | |
Banned
Join Date: Jan 2007
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Good God, how stupid can people get?!?! I wonder what else they were doing. Waving around burning american flags? Flipping off the destroyer crew? Painting concentric circles on their foreheads? |
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#5 | |
Join Date: Feb 2005
Location: Berkeley, CA
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#6 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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#7 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Also, in terms of how plausible pirate threats are, observe the French:Thus, the evidence is that (a) the pirates aren't terribly inclined to actually carry out their threats, and (b) the pirates don't really learn a lesson either. |
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#8 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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* 25 yard range = -7 penalty * Head shot = -5 penalty * Motion of lifeboat = GM's guess, I'd probably give about a -3. * Light cover (presumed from the description of the window) = -2 penalty Total penalty = -17. On the shooter's side: * Base Accuracy for the "sniper rifle" in GURPS Basic = 6+3 (the bonus comes from the scope, if I recall correctly). So +9 altogether, since the sniper is aiming as long as possible. * Three or more seconds of extra aiming: +2 (not counting the scope) * Weapon braced: +1 * All-Out Attack (Determined): +1 (since the SEALS aren't expecting return fire) Total bonus=+13 Since this was at night, there could be some visibility penalties, but I'm assuming the SEALS had night vision gear. I also don't know whether or not they used a laser sight, which in game terms would give an extra +1 (but would probably be conspicuous in a night assault). Even without that, though, you have a final modifier of -4 to the shot. Challenging, but not impossible, especially for a crack marksman.
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
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#9 | |
Join Date: Jul 2007
Location: One Mile Up
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#10 |
Join Date: Aug 2004
Location: Austin, TX
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The SEALs are almost certainly using match grade ammunition for another +1, and probably advanced sights for another +1 on top of that, neatly canceling out the additional -2 for the skull shot.
Also, the cover penalty doesn't apply, since they're already aiming at an exposed part of the body. Right? Add in the probability that they have Weapon Bond to their sniper rifles (the Delta Operators in Black Hawk Down had their own armorer who modified the weapons to fit the operators, I'm sure the SEALs have something similar), and they only need skill 18 or so to have a 90% accuracy right. Looks reasonable to me. They might also have the Long Aim technique from High Tech, but I don't know if it would apply in this situation. |
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