Topic: what gunnery mod

Do you use?

The core rulebook had gunnery mods based off target size -- the smaller the vessel, the harder time D12 and D10 guns would have in hitting it.

Some folks didn't like this, so TMW offers the option of basing the same kind of mods off momentum.  D12 guns are really hurting when trying to target vessels with a momentum of 5 or higher (+2 to hit).

I think it was right the first time myself.  Reading up on naval battles, it seems speed didn't make a difference in "riding the splashes" so much as a ship's turning radius and ability to weave -- IE, it's ability to maneuver.

I like the original idea myself, and since I got to actually playtest a scenario yesterday night, tried it out once more.  My opponent concurred -- but I don't know how folks here feel.

Re: what gunnery mod

themattcurtis wrote:

The core rulebook had gunnery mods based off target size -- the smaller the vessel, the harder time D12 and D10 guns would have in hitting it.

Some folks didn't like this, so TMW offers the option of basing the same kind of mods off momentum.  D12 guns are really hurting when trying to target vessels with a momentum of 5 or higher (+2 to hit).

The original version of the game actually used BOTH sets of modifiers... but that was just too much. smile

I prefer the size-based mods myself... although it seems to me that the smaller ships would have higher speeds anyway, and therefore it should all wash out one way or the other, right?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: what gunnery mod

Makes more sense to use the size mods in the dark of the aether also...particularly since a smaller object is harder to spot as range increases.

Re: what gunnery mod

I generally use just the size-based mods, but I do feel they're a little bit too generous to smaller ships.