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Old 09-08-2015, 08:17 AM   #45
Join Date: Jul 2008
Default Re: GURPS Starships line errata (and some observations)

Originally Posted by Mailanka View Post
A super missile " with 100G+ accelerations may optionally
be available (usually if similar accelerations are standard for
" A TL 9 super-missile is psuedo-velocity. By default, you treat base velocity, for purposes of damage, as x10. That's pretty great! But the accuracy remains +1 to +2, and the speed changes your ability to hit to -12, so your ability to hit is -10 or -11.
Not quite right. Super missiles get +3 to acc (p68). It still comes out to a net loss though.
Originally Posted by Mailanka View Post
The real reason to have the super missile is because you shouldn't be able to connect with the super-fast ship with a normal missile, but I don't think the core system really covers that well.
I can't find anything to cover it either. Obviously it'll come out in the tactical the scale involved, regular missiles are basically bombs with better sAcc.
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote