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Join Date: Jul 2008
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So it was said:
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I like to believe I do know regular GURPS. But to the best of my knowledge, that isn't a 'we need a bunch of time to execute the rules' problem, that is a 'they never actually published the rules' problem. So. Am I missing something? Can anyone lay out...using only actual published rules with citation, please...how you resolve the effects of firing off an automatic grenade launcher? My understanding: If you manage to hit with all shots, you're okay(*), everything explodes on (or in) the target. If any shots miss, though, we start running off the map, because we really need to know where (on the map) those shots go. The option that's sort of mapped is Hitting the Wrong Target, p389. The problem there is that rule implies your shot is going on a basically flat trajectory - it's got no chance of hitting near the target you aimed at unless they've got a convenient backstop. Maybe not what you expect from a grenade launcher. Also, it makes the scatter cone very narrow (1 hex wide out to unlimited distance). And it can get really screwy if there's a target that totally obstructs that line but you still manage to miss it. Still, you can follow those instructions! So that's better than I implied! But if you want something that produces a scatter pattern on the ground, instead of one sprayed across the backdrop, well. The obvious place to look is Scatter, p414, but you likely cannot. That only applies "if you fail your attack roll". So it's inapplicable when you hit with 2 of 6 grenades. And if you do fully miss, well, it doesn't say a word about RoF, so at best it implies your entire burst lands in one place. (*) Okay except for questions like 'what actually are the fragmentation rules when somebody is hit, is it really safer than being 1 yard away?' And the potentially large number of dice to be rolled and calculations scribbled.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#2 |
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Join Date: Aug 2004
Location: Austin, TX
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I think the problem that Doug is referencing with an automatic grenade launcher is the amount of die-rolling, distance measuring, and math required to get the damage for 5 people standing in a rough cluster when 3 grenades with explosive and fragmentation damage land near them.
It's 3-15 explosive damage rolls, each divided by a multiple of 3 and up to 15 additional attack rolls for the fragmentation that produce 0-3 additional damage rolls each. Each fragmentation attack has a separate range penalty. It's just too much work. That's aside from the huge rules gaps that you cite. But if you walk a burst of automatic grenade fire across 5 targets and can actually calculate where the hits and misses land, that's just the start of a mess of die rolling and calculation that most GMs would prefer to avoid.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#3 | |
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Join Date: Aug 2004
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#4 | |
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Join Date: Jul 2008
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__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#5 |
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Join Date: Jun 2013
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Yeah, I don't think there's anything for this RAW, aside from Hitting the Wrong Target - and as you note, that doesn't quite work for a lot of attacks like this. The adapted Scatter rules suggested above are probably the best we've got for now - but hopefully whatever they've come up with for Mission X handles this as well. While that sounds like it's going to be on a pretty heavily-modified version of the base GURPS system, I suspect the relevant bits won't be too difficult to integrate into mainline GURPS.
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GURPS Overhaul |
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#6 | |
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Join Date: Aug 2004
Location: In the UFO
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I could not find any official rules for it either. My bad! Interestingly, the Hero System also seems to choke on this one.
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Is love like the bittersweet taste of marmalade on burnt toast? |
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#7 |
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Join Date: Aug 2004
Location: In the UFO
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I think it could probably handle it better, but I'm not sure the bits would be easy to integrate into mainstream GURPS.
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Is love like the bittersweet taste of marmalade on burnt toast? |
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#8 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Honestly, there should just be a general rule for saturation fire where your hit chance is based on total projectiles per hex; 100 projectiles into a 10x10 area and 10,000 projectiles into a 100x100 area are the same thing.
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#9 |
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Join Date: Nov 2014
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The way i have handled it is works as follows
You fire a 10 round burst of 40mm grenades into your target (Hex A) you roll and hit with 3 of them ensuring those all land in the first hex (Realistically scattering a bit inside of that hex) then you roll Scatter from Hex A using your recoil to see how far you scatter, Then the next round scatters from Hex B and then from C and so on and on. |
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#10 | |
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Join Date: Aug 2004
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So I think it is odd to say that those are somehow less the actual rules for this situation than “Hitting the Wrong Target”. (I would agree that, actual rules or not, they aren’t particularly satisfying for, say, an autocannon firing explosive shells in a direct fire as opposed to high-RoF indirect fire, as they are more optimized for aerial or high-arc attacks targeting a spot on the ground, but “satisfying” is a different question than “actual rules”.) |
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