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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4866
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Posted: Thu Mar 14, 2013 6:44 am Post subject: |
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I was thinking of artillery much heavier than mortars, though.
Dodge this:
 _________________ __________________________________
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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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu Mar 14, 2013 10:20 am Post subject: |
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garhkal wrote: |
That's what i was getting at in a roundabout way.. If they don't know its coming, then popping it up on the pcs will guarantee hows of killer gm etc.. |
I see what you mean... just like shooting at them with a sniper. Its definitely a fine line to walk. We could take a.cue from cinema, and put an NPC in their group to be the "throw away guy" that gets hit by the first round.
Cheshire, that is some serius firepower... but its meant for destroying fortified stuctures and other hard targets... seems unlikely that personnel would be targeted by a weapon like that when so much cheaper ( cost effective) options are available... not to mention collateral damage.
But you're right: no dodge roll allowed unless you are already behind protection. |
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Nico_Davout Commander


Joined: 09 Feb 2009 Posts: 384 Location: Sevilla, Spain
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Posted: Thu Mar 14, 2013 11:37 am Post subject: |
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Naaman wrote: | A typical mortar is exactly as deadly as a frag grenade. If you can dodge a grenade, you can dodge a mortar, provided you know its coming. |
I have found many websites claiming that there is no "sound" when artillery/mortar is coming (whistling), that this is only a Holywood imagination. I don't know if this is really true, but in such case I'd say that only "luck" should decide weather you are hit or not. Maybe modified by your cover. _________________ Nico,
Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Mar 14, 2013 11:49 am Post subject: |
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Something has been rattling around in my brain for the last few days with regards to this subject. Specifically, how do sequential actions affect initiative? For example, say a smuggler is facing four stormtroopers. He won the Initiative roll, and his Blaster skill is high enough that he feels confident taking the -3D MAP to to take one shot at all 4 stormtroopers. However, the shots do not occur simultaneously, but in sequence: one after the other. That means there is a time lag between the shots, and each shot after the first is delayed by that much more. In such a situation, it is conceivable that a person (in real life) could make a quick draw of sufficient speed to get off a shot any one opponent, or any group of two or three, but not four. It's not that he wasn't fast enough to win initiative against any one individual, but the fact that he took three shots before he took his shot at the fourth stormtrooper could potentially delay his shot sufficiently that the fourth trooper could get off a shot first.
For a rule, perhaps when taking a sequential action, like shooting multiple times with the same blaster, there is a cumulative -5 penalty to the base initiative roll for every sequential action. Using the above example, initiative would be rolled as normal, with the GM rolling four times for the stormtroopers (and the smuggler using the QuickDraw dice pool rules from Han Solo and the Corporate Sector). The smuggler would apply his result normally against the first trooper, with a -5 penalty against the second, -10 against the third, and -15 against the fourth. As a result, even though he won overall initiative, the time delay in performing sequential actions increases the chance that the accumulating time delay will give the secondary and tertiary targets sufficient time to win a modified form of initiative.
Thoughts? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4866
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Posted: Thu Mar 14, 2013 12:34 pm Post subject: |
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Naaman wrote: |
Cheshire, that is some serius firepower... but its meant for destroying fortified stuctures and other hard targets... seems unlikely that personnel would be targeted by a weapon like that when so much cheaper ( cost effective) options are available... not to mention collateral damage.
But you're right: no dodge roll allowed unless you are already behind protection. |
Oh, I know it's not for anti-infantry. It was meant to take out ships potentially attacking the Chesapeake bay. The Mark III isn't going to move anywhere to take out a hard target. It's going to stay right where it is and look out over the water.
However, there are larger anti-infantry shells, far larger than mortars. I would post more pictures from Aberdeen, but it was freezing cold that day and this was the only picture I got.
While we're on the subject of things that have nothing to do with initiative, does anyone mind if I create a separate thread for this artillery discussion and move the posts over there? _________________ __________________________________
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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Nico_Davout Commander


Joined: 09 Feb 2009 Posts: 384 Location: Sevilla, Spain
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Posted: Thu Mar 14, 2013 1:02 pm Post subject: |
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crmcneill wrote: | For a rule, perhaps when taking a sequential action, like shooting multiple times with the same blaster, there is a cumulative -5 penalty to the base initiative roll for every sequential action. Using the above example, initiative would be rolled as normal, with the GM rolling four times for the stormtroopers (and the smuggler using the QuickDraw dice pool rules from Han Solo and the Corporate Sector). The smuggler would apply his result normally against the first trooper, with a -5 penalty against the second, -10 against the third, and -15 against the fourth. As a result, even though he won overall initiative, the time delay in performing sequential actions increases the chance that the accumulating time delay will give the secondary and tertiary targets sufficient time to win a modified form of initiative.
Thoughts? |
So the MAP penalty applies to the initiative and actions or only initiative? _________________ Nico,
Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Mar 14, 2013 3:20 pm Post subject: |
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Nico_Davout wrote: | Naaman wrote: | A typical mortar is exactly as deadly as a frag grenade. If you can dodge a grenade, you can dodge a mortar, provided you know its coming. |
I have found many websites claiming that there is no "sound" when artillery/mortar is coming (whistling), that this is only a Holywood imagination. I don't know if this is really true, but in such case I'd say that only "luck" should decide weather you are hit or not. Maybe modified by your cover. |
I have been in combat situations where mortar rounds were incoming on our base in Iraq, and can tell you we usually didn't hear anything till the impact BOOM. In rare cases spotters saw the shooters popping off the mortars in time for the base to signal an "INCOMING" warning. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Thu Mar 14, 2013 7:22 pm Post subject: |
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cheshire wrote: | Naaman wrote: |
Cheshire, that is some serius firepower... but its meant for destroying fortified stuctures and other hard targets... seems unlikely that personnel would be targeted by a weapon like that when so much cheaper ( cost effective) options are available... not to mention collateral damage.
But you're right: no dodge roll allowed unless you are already behind protection. |
Oh, I know it's not for anti-infantry. It was meant to take out ships potentially attacking the Chesapeake bay. The Mark III isn't going to move anywhere to take out a hard target. It's going to stay right where it is and look out over the water.
However, there are larger anti-infantry shells, far larger than mortars. I would post more pictures from Aberdeen, but it was freezing cold that day and this was the only picture I got.
While we're on the subject of things that have nothing to do with initiative, does anyone mind if I create a separate thread for this artillery discussion and move the posts over there? |
Probably a good idea, there's a lot of good discussion going on about it. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Mar 15, 2013 12:59 am Post subject: |
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Nico_Davout wrote: | So the MAP penalty applies to the initiative and actions or only initiative? |
Basically, yes. It makes sense from a realistic standpoint, in that firing multiple shots in sequence is technically challenging and doesn't happen all at once. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Mar 15, 2013 1:03 am Post subject: |
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cheshire wrote: | While we're on the subject of things that have nothing to do with initiative, does anyone mind if I create a separate thread for this artillery discussion and move the posts over there? |
I had a thread running recently in the House Rule section regarding blast radius generation rules for larger scale weaponry. Perhaps this could fit in under that topic as well? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Fri Mar 15, 2013 3:46 am Post subject: |
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Nico_Davout wrote: | Naaman wrote: | A typical mortar is exactly as deadly as a frag grenade. If you can dodge a grenade, you can dodge a mortar, provided you know its coming. |
I have found many websites claiming that there is no "sound" when artillery/mortar is coming (whistling), that this is only a Holywood imagination. I don't know if this is really true, but in such case I'd say that only "luck" should decide weather you are hit or not. Maybe modified by your cover. |
Nico, that is correct: I have experienced many, many mortar attacks, and the first warning (absent early warning systems) is the impact of the first round. Howvever, a mortar attack is extremely imprecise unless the attacker has detailed and specific knowlede of the taeget area, an accurate map or accurate knowledge of the distances and elevation differences between attacker amd target, etc... and mortars are completely ineffective at taking out individuals or small groups of personnel (such as a group of PCs). The shooter is the one who needs to get lucky if he's trying to hit specific people. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Mar 15, 2013 3:16 pm Post subject: |
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For mortars yes.. but for artillery in general, if one has the wind direction/speed, knows his gear, he can reasonably put a round down range on to a specific 5x5ft area. Reasonably here for me would be at least a moderate difficulty for short, difficult for medium and very difficult for long range _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral


Joined: 18 Jan 2013 Posts: 2295 Location: Seattle, WA
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Posted: Fri Mar 15, 2013 6:11 pm Post subject: |
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Naaman wrote: | Also, if you can dodge a blaster, you can dodge a mortar. |
Am I the only one who immediately thought "If you can dodge a wrench, you can dodge a ball!"  _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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Quetzacotl Commander


Joined: 29 Jan 2013 Posts: 281 Location: Germany
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Posted: Fri Mar 15, 2013 6:19 pm Post subject: |
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Don't know where that's from, Doug ^^
But, what speaks more for dodging a mortar, is the fact, that you can dodge a freakin' Grenade with a blast radius of up to 20! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Mar 16, 2013 1:01 am Post subject: |
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Quetzacotl wrote: | Don't know where that's from, Doug ^^
But, what speaks more for dodging a mortar, is the fact, that you can dodge a freakin' Grenade with a blast radius of up to 20! |
Dodgeball! _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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