Gunner skill and Missiles

Spartan159

Banded Mongoose
How do they interact? Does the salvo get the skill bonus at time of attack? What if multiple turrets were fired in one salvo, use best skill available?
 
The gunner skill is not used for missile/torpedo salvos.

Page 162 of the core rule book:

"When a missile salvo reaches its target, the missile makes an attack roll as normal. However, the Gunner skill of the Traveller(s) that fired the salvo is not used as a DM.

Instead, the number of missiles remaining in the salvo greatly affects their chances of making a successful attack. Apply DM+1 to the attack roll for every missile in the salvo.
"
 
So gunnery in a missile turret is useless? I could just fire from the bridge? Paying good money for manual loaders. Think I'll invest in some automated ones.
 
Spartan159 said:
So gunnery in a missile turret is useless? I could just fire from the bridge? Paying good money for manual loaders. Think I'll invest in some automated ones.

Perhaps you should check the person who does the hiring. Maybe that person is getting a kickback for hiring someone(s) the ship doesn't need? :mrgreen:
 
If a ship's turret(s) feature all missiles then the gunner need not have the Gunner(turret) skill but remember gunners can move between turrets in combat so having skill still makes sense. This also means a crew member (player character with no Gunner skill) can take that position and fire without penalty. Having all missiles on a ship or having/not having the Gunner skill should be a tactical decision when the players decide on armaments and man their ship of choice. Then again, there could be circumstance that do or don't favor the players.
 
Whilst the gunner skill isn't used, missiles do still benefit from target locks, so there is still some skill element - anyone can launch the missiles, but a competent EW specialist will improve their accuracy,
 
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