07-24-2011, 10:59 AM | #11 | ||
Join Date: Jan 2005
Location: Stuttgart, Germany
|
Re: Can you solve this GURPS tactical problem?
Quote:
Taking 10 shots at a skill of 16- all 10 of those shots will hit on a 13 or less, you get 9 hits on a roll of 16, and 8 hits on a roll of 17. A roll of 18 should also be 8 hits but at that point you've got a crit failure on your hands as well, so you can play with the number of hits for the crit failure. You can always use less competent shooters, if they're average Joes with skills of 12-, instead of professional shooters with skills of 16+, they aren't going to hit as often. Make sure that you're taking into account all the applicable modifiers, including lighting conditions and such though. Quote:
If you're looking for one shot every 5 seconds I'd say you could figure a team in a fire position is going to be looking for targets, 1 sec, aiming, 2 sec for Acc, aiming, 3 sec for Acc+1, aiming, 4 sec for Acc+2, shooting RoF 3 at Acc+2. Which would give you a RoF 3 in aimed bullets down range every 3 seconds, per person, which with 5 people would be 5 bullets hitting at final modified skill, +5 bullets hitting at skill -2 to -3, and +5 bullets hitting at skill -4 to -5. So if your final modified skill is 15-, you'd be generating probabilities of hitting with: 5 shots at 15- +5 shots at 13- +5 shots at 11- That should give you plenty of variation there, right? |
||
Tags |
tactical challenge, tactical combat |
|
|