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Hitting moving targets?
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Lord Ben
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Joined: 26 May 2005
Posts: 55

PostPosted: Wed Jun 15, 2005 3:50 pm    Post subject: Hitting moving targets? Reply with quote

Is the difficulty higher for hitting moving targets? Is an Xwing moving all out harder to hit than a YT-1300 moving at base speed? I looked in the book and can't find any modifiers.
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Wed Jun 15, 2005 5:53 pm    Post subject: Reply with quote

There are no official rules that apply modifiers for fast moving targets, though I think they should be used in a game.

If you're standing there and someone goes by zooming in a swoop and you take a shot at them, it definetly should be harder. However if you're in a spaceship battle, and you and your target are moving at gazillions km/h, you're actually almost static in relation to one another, so there should be no modifier.
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Lord Ben
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Joined: 26 May 2005
Posts: 55

PostPosted: Thu Jun 16, 2005 8:40 am    Post subject: Reply with quote

I found one that listed diff modifiers for hitting moving targets with missiles and bombs. Anything moving space 6+ is +20 to the diff... ouch.

Heavy Proton Bombs don't look so great anymore.
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garhkal
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Joined: 17 Jul 2005
Posts: 14007
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Jul 19, 2005 3:24 am    Post subject: Reply with quote

Yup. the only weapons that get movement penalties, by the book are missiles/torps and bombs. Though in ground combat, stormies DO get a +2d to hit people moving at 11 or more due to their MFAS system in their helmets.
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Kehlin Yew
Lieutenant Commander
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Joined: 07 Jun 2005
Posts: 223
Location: America

PostPosted: Tue Jul 19, 2005 10:41 am    Post subject: Reply with quote

but how high does that boost actually pertain to? say you have a wookie, or some other really fast race, moving at all out speed which i believe is x2 high speed, and high speed on a wookie is like 12, right?

so, would it be even easier for the trooper to hit something moving at such a godly speed?

and if they get a bonus if you moving fast, thn walk and dodge.. >_>
seems simple enough, now if i could just dodge all ten shots at once...
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KageRyu
Commodore
Commodore


Joined: 06 Jul 2005
Posts: 1375
Location: Lost in the cracks

PostPosted: Wed Jul 20, 2005 9:00 am    Post subject: Reply with quote

Simple, easy, and effective house ruling: Add the speed code the target is travelling at to the base difficulty.
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garhkal
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Joined: 17 Jul 2005
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Jul 20, 2005 9:46 am    Post subject: Reply with quote

Ohh.. i like. Good idea Kage.
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KageRyu
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Joined: 06 Jul 2005
Posts: 1375
Location: Lost in the cracks

PostPosted: Wed Jul 20, 2005 11:52 am    Post subject: Reply with quote

Thank you. It was a spot ruling I had to make a few times, and just to keep the game flowing I threw that ruling down, and it stuck. Of course, I still use the old Speed Dice from 1st edition, so it has a much more significant impact in my games (3D+2 can producs much harder results than just 8). Players don't seem to mind too much though.
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