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 12-19-2013, 09:48 AM   #1
nonex
Banned
 
Join Date: Apr 2013
Default MCLOS missiles are too good

To any missile experts: how to simulate the inherent terribleness of the guidance method? The stats in High-Tech are not horrid enough for me.
nonex is offline   Reply With Quote
Old 12-19-2013, 10:05 AM   #2
Varyon
 
Join Date: Jun 2013
Default Re: MCLOS missiles are too good

I don't have High-Tech, but if I wanted to be brutal I'd handle it as follows:

-The attack roll is penalized by half the range of the target, rather than range not coming into play. There is also a -2 Multitasking Penalty, although an Average Technique can buy this off.
-The target can attempt to Dodge at any point during the flight of the missile. On a success, the character's control of the missile is "broken" (see later).
-The character must take an All-Out Concentrate maneuver each turn the missile is in flight, preventing any defense. Alternatively, the character can take a normal Concentrate (allowing a defense), but must make a skill roll penalized by the range of the missile to prevent breaking control.
-A missile with "broken" control will (for simplicity) automatically miss its target if it reaches it while broken. To reestablish control, the character must use a Concentrate maneuver - resolve as an attack roll using the missile's range and speed as a penalty. The character may instead opt for All Out Concentrate, for a +4 on this roll.

EDIT: I should note that I am not in any way a missile expert, and am essentially just basing this off what I read on Wikipedia. For SACLOS, the user need simply Aim; if the target attempts to Dodge during flight, the user should probably get a sizable bonus to reestablish control.

Last edited by Varyon; 12-19-2013 at 10:16 AM.
Varyon is offline   Reply With Quote
Old 12-19-2013, 03:04 PM   #3
nonex
Banned
 
Join Date: Apr 2013
Default Re: MCLOS missiles are too good

This is quite horrid enough, yes. I shall have to test them soon.

I still welcome suggestions.
nonex is offline   Reply With Quote
Old 12-19-2013, 03:55 PM   #4
Ulzgoroth
 
Join Date: Jul 2008
Default Re: MCLOS missiles are too good

Halving the range is approximately a +2 bonus. That completely defeats the guided weapon rules, to the point that rules-wise you'd likely prefer an unguided rocket!

Do you mean halving the range penalty?
__________________
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
Old 12-19-2013, 06:04 PM   #5
Varyon
 
Join Date: Jun 2013
Default Re: MCLOS missiles are too good

Quote:
Originally Posted by Ulzgoroth View Post
Halving the range is approximately a +2 bonus. That completely defeats the guided weapon rules, to the point that rules-wise you'd likely prefer an unguided rocket!

Do you mean halving the range penalty?
Yeah, oops.
Varyon is offline   Reply With Quote
Reply

Tags
atgm, horrid, mclos


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 05:22 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.