08-08-2009, 09:45 PM | #21 |
Join Date: Mar 2006
Location: Iceland*
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Re: Artillery
It's not a problem if you have never had issues with the way 4e does it. Abstracting everything that happens in the process of putting the round on target into two rolls works fine for most people. It's generally only those with an interest in the subject who like to complicate the rules.
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08-08-2009, 10:04 PM | #22 | |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Artillery
Quote:
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08-08-2009, 11:18 PM | #23 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Artillery
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08-08-2009, 11:22 PM | #24 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Artillery
Quote:
And according to Spaceships they need both Gunner and Artillery if they mean to use both direct and indirect fire with their main guns.
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08-09-2009, 02:09 AM | #25 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Artillery
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IMO, I think that Artillery should be the skill of Fire Direction only, the gunners and loaders should use Guns. Last edited by sir_pudding; 08-09-2009 at 02:14 AM. |
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08-09-2009, 05:18 AM | #26 | |
Join Date: Aug 2004
Location: A nice, warm rock with an excellent view of the Damned
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Re: Artillery
Quote:
This is the ability to use a heavy weapon, such as a trebuchet or a howitzer, for indirect fire – that is, to put fire onto a target area via a high ballistic arc or similar path. No expert at all here, but if eg. the description in Wikipedia is even relatively correct, it seems to me that it is the person(s) who performs the role that the FDC does - the actual calculations that sets up the shot - that rolls the Artillery roll. The loader-firer crew seems to me to have the Professional: Gun Crewskill (or something to that effect) which lets them perform the tasks ordered by the FDC and realyed to/through the crew leader. This would probably only come into effect if ou wanted to press the stats of the weapon, most likely the firing rate. (Wasn't there a movie once not too long ago, where the plot hinged on faultily communicated firing instructions from the FDC to the crew? No ... it was a JAG episode, I believe.) I see no problem in "activating" the crew, though, making rolls to keep/increase fire rates and performing correctly - I have just youtubed a little and it makes it very clear that you can **** up as crew. Badly, too (one chinese video showed a soldier standing behind the breech of small gun, then it fired before he was away. He was knocked right out of the frame. Ouch. Internal injuries there for sure.). And actually, it seems that the FDC itself (can) have several performers, too, each dealing with different parts of FO information. It should be perfectly feasible to increase the resolution here.
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The Wrathchild Last edited by The Wrathchild; 08-09-2009 at 05:18 AM. Reason: Faulty sentence |
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08-09-2009, 05:25 AM | #27 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Artillery
So, if a group of PCs (four or less) come across an artillery cannon on a battlefield that has one shell loaded, and a monster is making it's way across the terrain, are they SOL if they try to lower the barrel to fire at it? Can they pull off the attack on their own?
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08-09-2009, 06:12 AM | #28 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Artillery
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They are SOL if someone says "Hey, I bet there's a monster somewhere over that hill. Let's try to hit it!" but you'd rather expect that. |
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08-09-2009, 07:45 AM | #29 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Artillery
Quote:
Also how does Artillery skill work without an FO (say for TL1-5 pieces)? |
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08-09-2009, 08:33 AM | #30 | |
Join Date: Mar 2005
Location: near Houston
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Re: Artillery
Quote:
If you want the abilities of each crewman to "matter" then make one roll against their average skill. Players can take turns making this roll if desired.
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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Tags |
artillery, high-tech, skills |
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