12-12-2024, 12:58 AM | #1 |
Join Date: Sep 2010
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Psi-Wars Area Defense and blasters, and other Perk questions
I'm a player in the Psi-Wars campaign mentioned here, and playing the privateer captain, who has Precognition and Combat Sense, plus Gunslinger (just for a heavy pistol), precognitive defense and a tricked out smallsword with a neurolash and Neurolash Parry.
The doc says "blasters are functionally “glowing, burning bullets.” Could Area Defense along with Combat Sense let you SHOOT DOWN BLASTER BOLTS WITH OTHER BLASTER BOLTS? Theoretically yes, but it doesn't seem quite in-genre... Star Knights have more of the blocking blaster bolts than a gunslinger. Shooting down grenades seems easy, though they might still go off! On an unrelated note, got a Tigershark corvette and was wondering... Isomeric Torpedoes, do they use Artillery: Guided Missile or Gunnery (Torpedo) skill? I'm pretty sure it's the latter, but the former is on a few skill lists. How much space do they take up in a cargo hold, would it be possible to slide it out the cargo hatch and reload one between battles in space, or would it need a facility? |
12-13-2024, 08:25 PM | #2 |
Join Date: Jun 2013
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Re: Psi-Wars Area Defense and blasters, and other Perk questions
I can't speak to Psi-Wars specifically, but in general, Artillery is for indirect-fire weapons, as well as those that lock on or otherwise change their vector during flight. Gunner is for direct-fire, unguided projectiles. Torpedoes is actually listed as a specialization of Artillery, not Gunner, but for space "torpedoes," Guided Missile is probably the appropriate option. I assume Gunner (Torpedoes) is for cases where you're firing the projectile without any active guidance system, just launching it straight at the target and hoping it hits (which would be fine against a target that is unable to maneuver).
As for shooting blaster bolts out of the air, I'd suggest you bring that to the GM. Personally, I'd be fine with it (I know Psi-Wars is inspired by Star Wars, and in the latter the lightsabers are indicated to be variants of blasters - essentially frozen blaster bolts - so it would make sense for the bolts to be able to deflect each other), although I might do something to limit you so you aren't treading too much on the Star Knights' toes. Maybe you can't deflect a bolt that originates from less than 10 yards away, or maybe using that option locks you into an Attack maneuver on your next turn and any shots you take to deflect bolts until then reduce the RoF you can use on your turn. As an added bonus, if Star Knights can do the Jedi thing of deflecting blaster bolts at other targets (including the original shooter), they could actually deflect one blaster bolt into another.
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GURPS Overhaul |
12-14-2024, 10:07 AM | #3 |
Join Date: Sep 2010
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Re: Psi-Wars Area Defense and blasters, and other Perk questions
It became a moot point, because I was looking at an older version of combat sense for Psi-Wars. Enhanced time sense is now strictly something that the Trader race has as a unique thing, and the psionic Combat Sense is strictly a bonus to active defenses.
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