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#1 |
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Join Date: Mar 2012
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Thanks for the tips.
I checked out the preview for Gurps Action 2 in e23 and it just happened to show the range table. I was actually thinking of doing something very much like this. I also was thinking that 1 second rounds wouldn't hold up since there's very little maneuvering that can be completed in a second. The abstracted rounds as presented in GURPS Action 2: Exploits make sense, but what happens to RoF for guns? If, for example, you fired 6 machine guns on your aircraft there's potential to be a lot of bullets to be in the air since a "round" might be many seconds. This in itself is extra stuff to track, but even if we ignore that are the modifiers for rapid fire are meant to scale with a multi-second round? |
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#2 | ||
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Join Date: Jul 2012
Location: A crappy state called Illinois
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Quote:
Quote:
__________________
GURB: Ultra-Tech Reloaded Normies: Man! The government is filled with liars and thieves! Me: Well yeah, here's what they're lying about, what they're stealing from you, and who's doing it. Normies: Rolls eyes Shut up conspiracy theorist Me: >.> |
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#3 | |
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Join Date: Jun 2013
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Quote:
Note this causes issues with the way GURPS RoF works - while it's probably OK (or at least not horrible) for 1 second bursts, abstracting multiple seconds worth of fire into a single roll at high RoF isn't going to work very well. For dogfights, you might need to work out how many bursts (defined as 1-second attacks) you're able to actually line up during your turn, and make an attack roll for each. |
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