Plankowner
SOC-13
OK, just to clarify the multi-shot thing with a multi turret.
If Bruce has Gunner-2, then he could make 1 extra attack with EACH weapon in his turret, or only one extra attack and he would have to pick which weapon to use it on? I'm leaning toward making him pick just because it adds more PC action into the results.
I've been thinking about the ordinance side of this, and I don't think we should make special rules for them. Let the gunner fire multiple missiles or sand if he is a highly trained gunner. BUT, the missiles would have a hellishly bad DM at close range. My thought is that the missile will need time get clear of the ship before firing it's motor.
You might also consider that at close range, damage to the target ship might cause some damage to your ship. Remember, there is no air to slow down the debris after it blasts off the target ship. Sure, at 10,000km, you present a small target to the shrapnel, but it would be a lot higher than at any other range. As you tried to close for boarding, it would be almost inevitable that you would sustain some kind of damage if you fired on the target ship.
I like where this is going though. I still feel a bit uncomfortable with an extra attack for each level of gunner skill, but without playing it out a few times, I am willing to reserve judgement...
I like the penetration idea, it nicely dovetails into the HG armor rule.
BTW WJP do you make half-a-dozen posts at one time to pad your number of posts so you can get to 1000 sooner????![Wink ;) ;)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png)
If Bruce has Gunner-2, then he could make 1 extra attack with EACH weapon in his turret, or only one extra attack and he would have to pick which weapon to use it on? I'm leaning toward making him pick just because it adds more PC action into the results.
I've been thinking about the ordinance side of this, and I don't think we should make special rules for them. Let the gunner fire multiple missiles or sand if he is a highly trained gunner. BUT, the missiles would have a hellishly bad DM at close range. My thought is that the missile will need time get clear of the ship before firing it's motor.
You might also consider that at close range, damage to the target ship might cause some damage to your ship. Remember, there is no air to slow down the debris after it blasts off the target ship. Sure, at 10,000km, you present a small target to the shrapnel, but it would be a lot higher than at any other range. As you tried to close for boarding, it would be almost inevitable that you would sustain some kind of damage if you fired on the target ship.
I like where this is going though. I still feel a bit uncomfortable with an extra attack for each level of gunner skill, but without playing it out a few times, I am willing to reserve judgement...
I like the penetration idea, it nicely dovetails into the HG armor rule.
BTW WJP do you make half-a-dozen posts at one time to pad your number of posts so you can get to 1000 sooner????
![Wink ;) ;)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png)