Gunner: Difference between revisions

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{{Ranged Weapon Skill}}{{/TL}}{{Specialty}}
{{/TL}}{{Specialty}}


{{DX/Easy}}
{{DX/Easy}}
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Make an [[IQ]]-based skill roll to take immediate action (e.g., clear a stoppage or restart a crashed targeting computer), should your weapon fail. Loaders can make [[ST]]-based skill rolls to improve the rate of fire of certain crew-served weapons; see individual weapon descriptions for details. You  must  specialize by weapon type. The available specialties vary by [[TL]], but include one or more of:
Make an [[IQ]]-based skill roll to take immediate action (e.g., clear a stoppage or restart a crashed targeting computer), should your weapon fail. Loaders can make [[ST]]-based skill rolls to improve the rate of fire of certain crew-served weapons; see individual weapon descriptions for details. You  must  specialize by weapon type. The available specialties vary by [[TL]], but include one or more of:


''Beams:'' Any kind of heavy directed-energy weapon: laser, particle beam, etc.
:''Beams:'' Any kind of heavy directed-energy weapon: laser, particle beam, etc.
:''Cannon:'' Any kind of heavy projectile weapon – e.g., the main gun of a tank or an ultra-tech railgun on a starship – that fires single shots.
:''Catapult:'' Any kind of large, directfire mechanical bolt-thrower, such as a ballista.
:''Machine Gun:'' Any kind of heavy projectile weapon capable of firing bursts.
:''Rockets:'' Any kind of free-flight rocket fired from a mount.


''Cannon:'' Any kind of heavy projectile weapon – e.g., the main gun of a tank or an ultra-tech railgun on a starship – that fires single shots.
These specialties default to one another at -4. The weapons covered by each specialty vary by TL. For instance, Gunner (Machine Gun) covers hand-cranked Gatling guns at [[TL5]], automatic machine guns at [[TL6]], autocannon at [[TL7]], and electromagnetic machine guns at [[TL9]]+.


''Catapult:'' Any kind of large, directfire mechanical bolt-thrower, such as a ballista.
[[Familiarity]] is crucial here! Gunner/[[TL7]] (Machine Gun) covers both tripod-mounted machine guns and aircraft autocannon, but going from one to the other gives you -2 for weapon type (machine gun to autocannon), -2 for aiming system (open sights to HUD), and -2 for mount (tripod to hull mount), for a net -6 to skill until you familiarize yourself with all the differences.


''Machine Gun:'' Any kind of heavy projectile weapon capable of firing bursts.
''Modifiers:'' All applicable ranged combat modifiers; -2 for an unfamiliar aiming system (e.g., a camera when you’re used to open sights) or mount (e.g., a tripod when you're used to a turret), or for an unfamiliar weapon of a known type (e.g., .30-cal when you are used to .50s); -4 or more for a weapon in bad repair.


''Rockets:'' Any kind of free-flight rocket fired from a mount.
{{Ranged Weapon Skill}}


These specialties default to one another at -4. The weapons covered by each specialty vary by TL. For instance, Gunner (Machine Gun) covers hand-cranked Gatling guns at [[TL5]], automatic machine guns at [[TL6]], autocannon at [[TL7]], and electromagnetic machine guns at [[TL9]]+.
{{Combat/Weapon Skill}}


[[Familiarity]] is crucial here! Gunner/[[TL7}} (Machine Gun) covers both tripod-mounted machine guns and aircraft autocannon, but going from one to the other gives you -2 for weapon type (machine gun to autocannon), -2 for aiming system (open sights to HUD), and -2 for mount (tripod to hull mount), for a net -6 to skill until you familiarize yourself with all the differences.
{{Ranged Combat Skill}}
 
''Modifiers:'' All applicable ranged combat modifiers; -2 for an unfamiliar aiming system (e.g., a camera when you’re used to open sights) or mount (e.g., a tripod when you're used to a turret), or for an unfamiliar weapon of a known type (e.g., .30-cal when you are used to .50s); -4 or more for a weapon in bad repair.

Latest revision as of 08:51, 19 January 2014

/TL

DX/Easy

Default: DX-4.

This is the ability to use a heavy weapon, usually one mounted on a tripod or a vehicle, to make a direct-fire attack – that is, to aim and fire at a target to which you have a line of sight. For indirect fire, use Artillery skill. Roll against Gunner skill to hit the target.

Make an IQ-based skill roll to take immediate action (e.g., clear a stoppage or restart a crashed targeting computer), should your weapon fail. Loaders can make ST-based skill rolls to improve the rate of fire of certain crew-served weapons; see individual weapon descriptions for details. You must specialize by weapon type. The available specialties vary by TL, but include one or more of:

Beams: Any kind of heavy directed-energy weapon: laser, particle beam, etc.
Cannon: Any kind of heavy projectile weapon – e.g., the main gun of a tank or an ultra-tech railgun on a starship – that fires single shots.
Catapult: Any kind of large, directfire mechanical bolt-thrower, such as a ballista.
Machine Gun: Any kind of heavy projectile weapon capable of firing bursts.
Rockets: Any kind of free-flight rocket fired from a mount.

These specialties default to one another at -4. The weapons covered by each specialty vary by TL. For instance, Gunner (Machine Gun) covers hand-cranked Gatling guns at TL5, automatic machine guns at TL6, autocannon at TL7, and electromagnetic machine guns at TL9+.

Familiarity is crucial here! Gunner/TL7 (Machine Gun) covers both tripod-mounted machine guns and aircraft autocannon, but going from one to the other gives you -2 for weapon type (machine gun to autocannon), -2 for aiming system (open sights to HUD), and -2 for mount (tripod to hull mount), for a net -6 to skill until you familiarize yourself with all the differences.

Modifiers: All applicable ranged combat modifiers; -2 for an unfamiliar aiming system (e.g., a camera when you’re used to open sights) or mount (e.g., a tripod when you're used to a turret), or for an unfamiliar weapon of a known type (e.g., .30-cal when you are used to .50s); -4 or more for a weapon in bad repair.