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Join Date: Dec 2006
Location: Madison, AL
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I have a house rule I'm considering using regarding the aiming of large cannons. A little background: all of my players and I play World of Tanks. In this game, each gune has an aim time attribute that represents how long it takes to aim this gun before you reach maximum accuracy for the weapon; this is represented by a circle that grows smaller as you aim.
Back to GURPS: in a recent game, one of the players had a huge, short-barrelled gun that is relatively inaccurate, but inflicts large amounts of damage, while another player had more nimble, accurate cannon. We found that it was very strange that the huge gun could be brought to bear nearly as fast as the smaller gun. Anyway, here was the proposal using the Rheinmetall KwK40 as an example: Acc bonus will be totalled and the bonus spread across the total RoF time. That is very vague, but this is the idea in practice: The KwK40 (HT p. 140), mounted on a tank (for +4 mounted bonus using TS rules) has an acc of 6 (gun) +4 (mount) +1 (sights) +2 (conditional: two additional seconds of aiming) for a total of +11-13. With this, I would have the acc build up as: Sec 1: +7 acc Sec 2: +4 acc (+11 total) Sec 3: +2 acc (+13 total) I got this following (roughly) a 50/30/20 split. This would simulate a gunner use coarse aiming to get the gun in the ballpark and continuing to finetune in the process. Is this houserule doomed to fail? I know it will result in preworking the acc steps ahead of time (which I've done for many of our vehicles and just had them printed in the weapon's stat block), but I'm fine with that. I just don't want a huge howitzer getting full acc bonus in the same 1 second that a light cannon gets its own. |
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| Tags |
| houserule, vehicles, wwii |
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