The gunner must make a Gunner (turrets) check against the missile. If successful, the missile is destroyed.
locarno24 said:The two main arguments, other than those above, are:
If you have to put a range band on it, the obvious one is adjacent. Which is a penalty to hit for all laser types,
F33D said:locarno24 said:The two main arguments, other than those above, are:
If you have to put a range band on it, the obvious one is adjacent. Which is a penalty to hit for all laser types,
Which is bizarre itself as it is/would be exactly the opposite.
nDervish said:It depends on how they're mounted and whether they can traverse fast enough to hit an evading target at very close range.
nDervish said:"Exactly the opposite" how? Are you assuming that lasers should all have bonuses to hit at closer ranges? If so, then not necessarily... It depends on how they're mounted and whether they can traverse fast enough to hit an evading target at very close range.
As in, easier to hit something at 5 km than 10,000 km. Until a missile gets within meters (too late at that point anyway) the turret can traverse FAR more quickly (covering more space) than a missile can maneuver with the G ratings given. Since we can do it at TL 7, I doubt that the tech has degraded at TL 12...
locarno24 said:As in, easier to hit something at 5 km than 10,000 km. Until a missile gets within meters (too late at that point anyway) the turret can traverse FAR more quickly (covering more space) than a missile can maneuver with the G ratings given. Since we can do it at TL 7, I doubt that the tech has degraded at TL 12...
However, there's also the question of rate of fire and the time it takes to line up on a given bearing (which is important when you're trying to hit something at 10,000 km) - remember that, ill-advised as it seems, traveller ships use what are essentially ship-to-ship six pounders against missiles as well.