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Old 01-13-2015, 02:48 PM   #7
Varyon
 
Join Date: Jun 2013
Default Re: Air Combat Rules

Quote:
Originally Posted by Propjock View Post
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?
I don't have any of the Action series, but Spaceships has multi-second (typically multi-minute) turns and does indeed simply multiply RoF by the amount of time involved.

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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