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#1 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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I was filling out the list of "warheads" available for a TL10 10mm pistol and wanted to check I've understood the Homing Weapons bit.
Two questions: Fired from a pistol, do you use Artillery (Guided Missile)? If you don't bother trying to achieve lock-on, do you just check the weapons skill for any hits? eg does an unaimed RoF 9 burst use 14+1-situation mods (not range)? There some houserules re calibre and skill but otherwise: Viper infrared homing warhead, Skill 14. Firing: 1-Take an Aim maneuver, roll versus Artillery (Guided Missile) to achieve lock-on; weapon accuracy counts for this; skill is IQ/A default IQ-5; no points in skill with an Acc+7 weapon = effective skill 12. 2-Take a Ready maneuver. Use the weapons Skill, add it's Acc if you achieved lock-on.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#2 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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I could be wrong, but my reading of the Homing rules is this:
Turn 1: Roll against unmodified weapon skill and take an aim maneuver to lock-on Turn 2: Launch the projectile. This is an attack maneuver. The projectile travels a distance equal to it's 1/2D range per turn. When the projectiles arrive to the target, roll against 10+ACC (if you made your skill roll and have a lock-on, but since it's unmodified weapon skill, we can assume that it succeeds) to hit. No further actions are necessary Last edited by Kuroshima; 03-13-2010 at 03:23 AM. |
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#3 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#4 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Thanks again - think I've got it now
1- Aim maneuver; using the skill for the weapon you're using; you must achieve lock-on to use Homing sensors; ignore Range mods and your personal condition but apply mods for speed and weapon sensors. 2- Ready maneuver to launch and use Homing sensors; mods for speed and "visibility". Nasty - shoot at any range whilst running/ falling down stairs/ dying and still have a 90% chance to hit... as long as you have time to aim.
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#5 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#6 |
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Join Date: Jan 2010
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#7 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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I'd say yes, as long as the weapon is one covered by Gunslinger (i.e., no "M" in its ST statistic).
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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| Tags |
| guns, homing weapons, scifi, ultra tech, ultra-tech |
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