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07-29-2014, 09:44 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Rocket Artillery (TL 4)
According to Medieval Total War 2, the Chinese had lots of rockets connected to a frame, with the fuses timed so that if you light the master fuse, the rockets will go off at more or less the same time. Or the whole thing explodes.
Regardless of whether this is true or not, TL4 rockets according to Low-Tech are unguided, meaning they function as Wild Swings. They get -5 to hit and can have a max skill of 9. They also get a bonus to hit since they have a RoF of more than 1. Can that bonus raise the skill above 9? It seems a little strange that I can fire 300 rockets at someone 2 yards away and have a less than even probability to hit. Note: I don't really care about whether the Chinese had such a weapon. This is a question of rules and awesomeness. ETA: Corrected the details according to Varyon.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Last edited by Anders; 07-29-2014 at 10:18 AM. |
07-29-2014, 10:04 AM | #2 |
Join Date: Jun 2013
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Re: Rocket Artillery (TL 4)
That 9 is more-or-less the same 9 from Hitting the Wrong Target and similar, and it should be modified by RoF. I should also note that it's a -5 penalty, not -4.
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07-29-2014, 10:52 AM | #3 |
Join Date: Jul 2012
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Re: Rocket Artillery (TL 4)
I think 300 rockets aimed at someone 2 yards away is exceptional circumstances. At that distance, you are either in front of the rocket battery (and get hit) or not (and do not). Although I suspect unguided rockets are typically pointed at an upwards angle, to avoid shooting explosives into the ground directly in front of you.
I would just rule an automatic hit unless the victim dodge-and-drops or otherwise accounts for the fact that incoming fire has right of way. In short, I think the rules are built with the assumption that you are not shooting 300 explosive projectiles at a target 2 yards away. Checking out Low-Tech, apparently a typical rocket explodes after 3 seconds, usually traveling hundreds of yards in that time. On that, it is my guess that a successful 'hit' from a rocket in GURPS terms means the target is struck by the explosion. If the rocket physically strikes the person and then continues past them, it is probably not counted in GURPS terms as a hit. Those are all guesses, on the basis that the rules assume you are using the weapon in the manner it was intended. |
07-29-2014, 11:01 AM | #4 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Rocket Artillery (TL 4)
I think you are missing the question, Railstar. Can a high RoF bring a "wild shot" above skill 9?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
07-29-2014, 11:27 AM | #5 |
Join Date: Nov 2009
Location: Oregon
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Re: Rocket Artillery (TL 4)
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07-29-2014, 11:31 AM | #6 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Rocket Artillery (TL 4)
In fact, I'd pretty much treat Suppression Fire as the ranged equivalent of a Wild Swing, and judge accordingly.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
07-29-2014, 11:31 AM | #7 |
Join Date: Jul 2008
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Re: Rocket Artillery (TL 4)
The rules clearly say that the cap is "after all modifiers", so no.
Modeling a point-blank rocket barrage as opposed to a ranged volley launch as a 'wild shot' would probably not be a good way to do things. The rules given for rockets probably make sense for using them normally, but don't make sense if you are using rocket-propelled explosives at thrown weapon (or melee weapon!) ranges.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
07-29-2014, 11:32 AM | #8 |
Join Date: Jul 2012
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Re: Rocket Artillery (TL 4)
In that case, in a general sense, no. Hitting the Wrong Target uses a flat 9 to represent pure chance, and doesn't suggest any modifiers to raise it higher.
But the rules for Suppression Fire might be a better choice for the circumstances you were describing, and under those rules, RoF does make a huge difference. |
07-29-2014, 12:04 PM | #9 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Rocket Artillery (TL 4)
This is weird. The skill cap, I mean. Ballista bolts are unguided too, but they aren't capped at 9, nor are larger, actual military rockets, such as those on High-Tech 148-150 or Fantasy 144.
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07-30-2014, 03:30 AM | #10 | |
Join Date: Jul 2014
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Re: Rocket Artillery (TL 4)
Quote:
Use Scatter rules, probably also using Attacking an Area rules too (Which is conveniently next to scatter) on Basic:Characters P.414. The attack is off by a margin based off of the roll, in random directions. Take special care to note that by default you're not using the artillery skill for the Chinese rocket set detailed in Low-Tech. Chances are something will hit him (And the rocket team) with 300 rockets due to of explosive splash with scatter, not to even mention the shrapnel involved (Basic:Characters P.414-415). Shrapnel rules will also shred the man (And the rocket team); literally death by a thousand cuts if you roll well, fittingly enough. However, simulating it and rolling for everything would be tiresome at best. I'd rule that the dude is gone, except on a critical failure, for simplicity's sake. As per attacking an area, there's Spraying fire and Suppression Fire rules on Basic-Characters P.409 that detail how to hit multiple hexes. These combined with Scatter, Attacking an Area, and Shrapnel give a very detailed (And lengthy..) exposition of how such an attack will go down. It's not exactly convenient in terms of speed, but the rules are there. Last edited by Edris; 07-30-2014 at 03:33 AM. |
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rate of fire, rockets, wild swing |
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