The Weapon Systems Skill
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- dragonfett
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The Weapon Systems Skill
So I have this question about using the Weapon System Skill. When does it get used? I know it is supposed to get used to fire weapon turrets, weapons systems built into power armors and robot vehicles, and other similar "crew served" weapons, but I am still confused on when to use it. I thought you were supposed to roll a d20 to fire those types of weapons or something. Can someone help me out?
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Re: The Weapon Systems Skill
dragonfett wrote:So I have this question about using the Weapon System Skill. When does it get used? I know it is supposed to get used to fire weapon turrets, weapons systems built into power armors and robot vehicles, and other similar "crew served" weapons, but I am still confused on when to use it. I thought you were supposed to roll a d20 to fire those types of weapons or something. Can someone help me out?
We've played it you roll to familiarize yourself with a system and when you engage/switch it on. This makes a difference between prepping a weapon system and activating it in response to an attack.. There is something like that written but I can't remember where.
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Re: The Weapon Systems Skill
dragonfett wrote:So I have this question about using the Weapon System Skill. When does it get used? I know it is supposed to get used to fire weapon turrets, weapons systems built into power armors and robot vehicles, and other similar "crew served" weapons, but I am still confused on when to use it. I thought you were supposed to roll a d20 to fire those types of weapons or something. Can someone help me out?
Use it when ever a player fires or shoots a weapon that he does not directly aim with his own body. This includes everything from turret-mounted weapons to weapons fired from remote platforms/areas like the Glitter-Girls' gun, or the WI-40M super-heavy missile launcher. Even wing-mounted mini-missiles are remote-fired.
This is how I use it (and am fairly sure on how it's supposed to be used); you roll your weapon-systems check; on a success you "get a lock" and can make an attack-roll with that weapon. On a failure, you either cannot shoot, or miss for sure. The skill check and (assuming success) attack roll happen on the same action at the same time.
I don't know about any bonuses to hit though from rolling the one skill; I do know that you do not add any weapon-proficiency bonuses to the roll though, which sucks.
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- glitterboy2098
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Re: The Weapon Systems Skill
Dog_O_War wrote:dragonfett wrote:So I have this question about using the Weapon System Skill. When does it get used? I know it is supposed to get used to fire weapon turrets, weapons systems built into power armors and robot vehicles, and other similar "crew served" weapons, but I am still confused on when to use it. I thought you were supposed to roll a d20 to fire those types of weapons or something. Can someone help me out?
Use it when ever a player fires or shoots a weapon that he does not directly aim with his own body. This includes everything from turret-mounted weapons to weapons fired from remote platforms/areas like the Glitter-Girls' gun, or the WI-40M super-heavy missile launcher. Even wing-mounted mini-missiles are remote-fired.
This is how I use it (and am fairly sure on how it's supposed to be used); you roll your weapon-systems check; on a success you "get a lock" and can make an attack-roll with that weapon. On a failure, you either cannot shoot, or miss for sure. The skill check and (assuming success) attack roll happen on the same action at the same time.
I don't know about any bonuses to hit though from rolling the one skill; I do know that you do not add any weapon-proficiency bonuses to the roll though, which sucks.
this is how i use it too. the weapon system skill represents the character's ability to use the onboard aiming systems (reticles, 'lock ons', rangefinders, etc) to control the vehicles weapons. so before every shot, you roll against your weapon systems skill, with any modifiers. if you pass, you get the full bonus from the skill. if you fail, the shot counts as shooting wild, with all the penalties involved..
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Re: The Weapon Systems Skill
From my house rules....in all cases the skill roll costs one action/attack.
Weapons Systems skills: Can be used in one of several ways.
1) Locking onto a target with built in or hand held weapons systems. Player makes a skill check and if the pass they get a +2 to strike (books say +1 now) and the strike will only automatically miss on a natural one. Only applicable to the next attack, or next strike roll.
2) Locking onto multiple target(s) with missiles. This will allow the player to launch multiple missiles at separate targets. For example a veritech has 12 Stiletto MRM missiles hanging under its wings, and the pilot want to launch one missile at each of the 12 Fighter Pods heading towards it. The player makes a weapon system skill check and if they pass can launch the missiles on their next attack. They roll for each target selected. So in this case 12 d20 are rolled. Or if two missiles are targeted per target the 6d20 is rolled. Only applicable to the next attack, or next strike roll.
3) Linking weapons. If a player wishes to link two different weapons types and fire them at the same time/target (i.e. a Veritech’s nose lasers, gunpod and head lasers) they must make a skill check at the beginning of the melee to link the weapons. Once a successful roll is made the link applies until the end of the melee. If the roll is a fail and the player still wishes to fire two or more different weapon types the primary weapon (player’s choice) still has all of its bonuses. The other weapons are at -6 to strike (no bonuses).
Weapons Systems skills: Can be used in one of several ways.
1) Locking onto a target with built in or hand held weapons systems. Player makes a skill check and if the pass they get a +2 to strike (books say +1 now) and the strike will only automatically miss on a natural one. Only applicable to the next attack, or next strike roll.
2) Locking onto multiple target(s) with missiles. This will allow the player to launch multiple missiles at separate targets. For example a veritech has 12 Stiletto MRM missiles hanging under its wings, and the pilot want to launch one missile at each of the 12 Fighter Pods heading towards it. The player makes a weapon system skill check and if they pass can launch the missiles on their next attack. They roll for each target selected. So in this case 12 d20 are rolled. Or if two missiles are targeted per target the 6d20 is rolled. Only applicable to the next attack, or next strike roll.
3) Linking weapons. If a player wishes to link two different weapons types and fire them at the same time/target (i.e. a Veritech’s nose lasers, gunpod and head lasers) they must make a skill check at the beginning of the melee to link the weapons. Once a successful roll is made the link applies until the end of the melee. If the roll is a fail and the player still wishes to fire two or more different weapon types the primary weapon (player’s choice) still has all of its bonuses. The other weapons are at -6 to strike (no bonuses).
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Re: The Weapon Systems Skill
you receive a +1 to strike using the vehicle mounted weapon.I don't know about any bonuses to hit though from rolling the one skill
personally, i'd suggest making a +1 to strike, with an additional +1 at levels 2, 4, 6, 8, 10, 12, and 14, just like with W.P.'s. helps make vehicle combay worth it..
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* Good sense about trivialities is better than nonsense about things that matter.
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Re: The Weapon Systems Skill
jedi078 wrote:From my house rules....in all cases the skill roll costs one action/attack.
Weapons Systems skills: Can be used in one of several ways.
1) Locking onto a target with built in or hand held weapons systems. Player makes a skill check and if the pass they get a +2 to strike (books say +1 now) and the strike will only automatically miss on a natural one. Only applicable to the next attack, or next strike roll.
2) Locking onto multiple target(s) with missiles. This will allow the player to launch multiple missiles at separate targets. For example a veritech has 12 Stiletto MRM missiles hanging under its wings, and the pilot want to launch one missile at each of the 12 Fighter Pods heading towards it. The player makes a weapon system skill check and if they pass can launch the missiles on their next attack. They roll for each target selected. So in this case 12 d20 are rolled. Or if two missiles are targeted per target the 6d20 is rolled. Only applicable to the next attack, or next strike roll.
3) Linking weapons. If a player wishes to link two different weapons types and fire them at the same time/target (i.e. a Veritech’s nose lasers, gunpod and head lasers) they must make a skill check at the beginning of the melee to link the weapons. Once a successful roll is made the link applies until the end of the melee. If the roll is a fail and the player still wishes to fire two or more different weapon types the primary weapon (player’s choice) still has all of its bonuses. The other weapons are at -6 to strike (no bonuses).
What do you mean by that? The books have always said +1.
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Re: The Weapon Systems Skill
jedi078 wrote:1) Locking onto a target with built in or hand held weapons systems. Player makes a skill check and if the pass they get a +2 to strike (books say +1 now) and the strike will only automatically miss on a natural one. Only applicable to the next attack, or next strike roll.
The Beast wrote:What do you mean by that? The books have always said +1.
My copy of UNrevised Ninjas & Superspies has it at +2.
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Re: The Weapon Systems Skill
Mantisking wrote:jedi078 wrote:1) Locking onto a target with built in or hand held weapons systems. Player makes a skill check and if the pass they get a +2 to strike (books say +1 now) and the strike will only automatically miss on a natural one. Only applicable to the next attack, or next strike roll.The Beast wrote:What do you mean by that? The books have always said +1.
My copy of UNrevised Ninjas & Superspies has it at +2.
The older books (RMB, HU, Robotech 1st ed, etc) granted a +2 strike bonus.
The newer books (RUE, CE, Robotech 2nd ed, etc) grant only a +1 strike bonus.
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Re: The Weapon Systems Skill
jedi078 wrote:Mantisking wrote:jedi078 wrote:1) Locking onto a target with built in or hand held weapons systems. Player makes a skill check and if the pass they get a +2 to strike (books say +1 now) and the strike will only automatically miss on a natural one. Only applicable to the next attack, or next strike roll.The Beast wrote:What do you mean by that? The books have always said +1.
My copy of UNrevised Ninjas & Superspies has it at +2.
The older books (RMB, HU, Robotech 1st ed, etc) granted a +2 strike bonus.
The newer books (RUE, CE, Robotech 2nd ed, etc) grant only a +1 strike bonus.
My RMB has it at +1, which is why I said that in the first place.
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Re: The Weapon Systems Skill
The Beast wrote:jedi078 wrote:Mantisking wrote:jedi078 wrote:1) Locking onto a target with built in or hand held weapons systems. Player makes a skill check and if the pass they get a +2 to strike (books say +1 now) and the strike will only automatically miss on a natural one. Only applicable to the next attack, or next strike roll.The Beast wrote:What do you mean by that? The books have always said +1.
My copy of UNrevised Ninjas & Superspies has it at +2.
The older books (RMB, HU, Robotech 1st ed, etc) granted a +2 strike bonus.
The newer books (RUE, CE, Robotech 2nd ed, etc) grant only a +1 strike bonus.
My RMB has it at +1, which is why I said that in the first place.
Probably different printings.
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