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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Jan 26, 2014 6:46 am Post subject: |
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Centinull wrote: | Fallon Kell wrote: | Per RAW, it does in 2E. The evasion roll subtracts from the gunnery roll. |
Do you happen to have a page number for that? | I'm away from my rulebook right now, but I'll dig it up when I get the chance. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Sun Jan 26, 2014 7:05 pm Post subject: |
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Space units aren't statically defined but logic and inferrence suggests they're relative values based on movement in varied mediums, ie. space units in high object population interplanetary space are much smaller than space units in deep, interstellar space.
I use an RP abstraction that gunners have an effective visual range for the same class of ship equivalent to short range on the weapon system in use. So roughly, starfighter sized craft you've a chance to spot from 3-5 space units range with visual searches in a populated star system with signal pollution, planetoids and debris, and starship traffic.
A cruiser you can start tracking over open sights from 10-15 space units or so.
For that to be possible, space units in heavily populated interplanetary space, high traffic conditions, would have to be dozens, at most hundreds of kilometres.
Otherwise your visual range would always be less than one space unit. You could never see anything without sensors or telescopics when in a starship, I like to bring back the element of dogfighting and visual combat at short ranges in our House rules, but enforce great distances and terrific starship speeds by enforcing a cut-off for visual range where you have to then rely on BVR and sensor arrays to fight.
The only WEG measure given is that low orbit (ca.150km) is 1 space unit from a planet, but a high orbit (ca.30,000km) is only 3 space units.
It's a bit weird, and elicits that space units are relative distances that may relate to how starship propulsion works in SWU. One "move" close to a planet covers much less physical distance than one "move" in interstellar deep space. |
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Random_Axe Lieutenant Commander
Joined: 11 Sep 2013 Posts: 102 Location: Toronto
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Posted: Mon Jan 27, 2014 10:49 pm Post subject: |
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Centinull wrote: | Fallon Kell wrote: | Per RAW, it does in 2E. The evasion roll subtracts from the gunnery roll. |
Do you happen to have a page number for that ?
All I can find is
pg96 wrote: | a pilot can make what is called a vehicle dodge . This is just like a character dodge making a dodge in combat |
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Page 96 is your reference indeed, just keep reading in the next paragraph under the "Vehicle Combat" heading.
pg96 wrote: | Pilots can make full vehicle dodges or normal vehicle dodges, and they fall under the same rules as a character's dodges. The full vehicle dodge is added directly to the difficulty number to hit the vehicle... [etc] |
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Centinull Lieutenant Commander
Joined: 30 Sep 2013 Posts: 156 Location: The Outer Rim Territories
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Posted: Tue Jan 28, 2014 1:20 am Post subject: |
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Yes, added to the difficulty to hit the dodging vehicle.
Nothing says gunners on the dodging vehicles, who aren't the pilot, have a harder time hitting targets.
Characters can not make a full dodge and shoot, since their full attention is on dodging. Gunners on a ship aren't making a full dodge, the pilot is.
Dedicated gunners don't just sit around doing nothing just because the pilot is making evasive maneuvers. The difference between a dodge and full doge is how much attention the pilot is dedicating to it. The gunner is free to focus all his attention on targets either way. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Tue Jan 28, 2014 8:13 am Post subject: |
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Centinull wrote: | Yes, added to the difficulty to hit the dodging vehicle.
Nothing says gunners on the dodging vehicles, who aren't the pilot, have a harder time hitting targets.
Characters can not make a full dodge and shoot, since their full attention is on dodging. Gunners on a ship aren't making a full dodge, the pilot is.
Dedicated gunners don't just sit around doing nothing just because the pilot is making evasive maneuvers. The difference between a dodge and full doge is how much attention the pilot is dedicating to it. The gunner is free to focus all his attention on targets either way. |
The subject has come up a few times throughout the years, and occasionally GMs make the decision to add to the gunner's difficulty to hit other targets. The reasoning is if the ship is juking and weaving this way and that, then the gunner can't keep the sights straight to line up on the target. But that house rule varies from GM to GM. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Centinull Lieutenant Commander
Joined: 30 Sep 2013 Posts: 156 Location: The Outer Rim Territories
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Posted: Tue Jan 28, 2014 11:24 am Post subject: |
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Hey Chesire, I understand the GM's perogative to house rule something like that. What I was trying to point out to Random_Axe was that the text he quoted doesn't support it in an Rules As Written capacity. |
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Random_Axe Lieutenant Commander
Joined: 11 Sep 2013 Posts: 102 Location: Toronto
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Posted: Tue Jan 28, 2014 9:16 pm Post subject: |
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Whoops. You are right. But I definitely do remember reading a definite rule that said a full-dodging vehicle makes it more difficult for its own gunners to hit anything (for the reasoning as given by Cheshire.
Will do some more looking-up later on. |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Wed Jan 29, 2014 3:37 am Post subject: |
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It does sound familiar, maybe the 1e rules companion? |
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Random_Axe Lieutenant Commander
Joined: 11 Sep 2013 Posts: 102 Location: Toronto
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Posted: Wed Jan 29, 2014 9:41 pm Post subject: |
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vanir wrote: | It does sound familiar, maybe the 1e rules companion? |
You know what, that was probably it. I've just finished going through the 2e and the 2eR&E books, and they just don't mention it at all. And the RC is the one book I don't have anymore, sadly!
So there you go! Adding the full-dodge roll of a vehicle, to that vehicle's gunnery difficulties, looks like an officially obsolete rule. Good to know, if that ever comes up for us. |
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Wed Jan 29, 2014 10:05 pm Post subject: |
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I believe I might still have 1e rules companion . I'll check when I get home. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Thu Jan 30, 2014 1:07 am Post subject: |
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Sorry, it was the 1e campaign guide, that I have. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Thu Jan 30, 2014 3:12 am Post subject: |
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Our group actually still uses some 1e RAW from rules companion, because the group started when 1e was current and that book had just hit the stores. We've discussed and decided only to add rules from later additions when they were better rules, so some 1e RC rules like reactionary shields usage for full shields dice against any attack in the round, on any firing arc, we've kept stuff like that.
From 2e we kept the scaling and coordinated tables (which was actually introduced in the 1e RC, so we kept a few things from that book and honestly, it works fantastic in our game). |
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