Gunnery - How to use weapon (assistance please)

By DVeight, in Game Masters

Gents

Page 120 of the AoE book talks about Gunnery and has the following snippets.

"Weapons of this sort might require a team to transport, assemble, and ultimately operate."

Also

"Gunnery applies to laser cannons and proton torpedoes mounted on starships. Larger mounted weapon systems like heavy laser turrets and ion cannons are also fired using this skill."

Now to my situation. Recently I moved the group into the rebellion era and as the majority joined the rebellion I gave them a CR-90 as a base of operations. Now they have only managed to get 8 minions for the crew at this stage. We had a scene where they elected to use the turbo laser's and I advised they need to send at least one individual to man each of the guns. This is where another player interjected and stated that the turbo lasers can be operated from the bridge by one operator per turbo laser. Apparently the CR90 has that capability.

Now as per RAW I don't see that. Possibly in some EU reference or the like. I let it slide as I don't want to hold up games and will always do reading in between games to confirm or refute a players stance on a matter that I am not entirely clear on.

Then I read the books and couldn't find any direct references. I thought, long ago when doing a first read thru, that I saw a passage that said weapons requiring gunnery skill need to be directly operated, turbo lasers needed to be manned, etc. That is, you need to be at the weapon itself or with the weapon to operate it.

I thought that operating the gun from the bridge is more akin to a computers check rather than a gunnery check. We are nearing next session and I want to clarify this for group, based on my own reading of it though I would appreciate thoughts from other GM's on this.

No such animal I've ever read about operating weapons. Also Gunnery itself says they sometimes require complex targeting computers but it is still a Gunnery check.

The thing I think off the top of my head is the Far Orbit, and Darkstryder Campaigns, especially Darkstryder. In Darkstryder, the Modified CR90 systems guide specifically states the guns each need a Gunner, and even adds they need supporting gunner techs managing the power feed of the gunners take penalties.

It's your game though, the GM just has to make the call.

Edited by Ghostofman

Generally speaking on a capital ship like a CR90 Corvette you would need a gunner rolling gunnery for each weapon emplacement/turret.

Each weapon requires a gunner, by whether they have to be physically in the turret or at a bridge terminal is entirely fluff. The GM can choose the specifics of the fluff as he likes, or he can let the players decide it.

I typically require turreted weapons to be fired from the turret, even in PC ships like a YT-1300, unless the turrets are locked into forward-firing position.

Now to my situation. Recently I moved the group into the rebellion era and as the majority joined the rebellion I gave them a CR-90 as a base of operations. Now they have only managed to get 8 minions for the crew at this stage.

The Order 66 podcast recently had an episode (or two?) about running capital ships that was packed to the brim with awesome solutions. Can't recommend their approach highly enough. Go listen.

After all, how else are you going to get those wonderful "running through the halls" moments that are so critical of SciFi?

That's beautiful guys. That is great assistance. I respect the fluff and bow to its glory.

Gunnery is gunnery is gunnery, no matter how or where it is applied. Though for the benefit of fluff, the narrative requirement will be to operate them at the weapon. Just like the schematic of the Cr 90 in the "Star Wars Incredible Cross Sections" book by DK Publishing.

http://www.amazon.com/Incredible-Cross-Sections-Star-Wars-Spacecraft/dp/0789434806

Operating such weapons from the bridge just feels to Star Trekie for me.

I will also listen to that podcast........ again. :)

665595415e2735fbcc14e21404b50103.jpg

Cross section image in question.

Remote operation of weapons systems is standard in fighters only. I would tend to allow modifications what would slave one or more weapons to a piloting console on larger ships after some work by the players. Further, on some of the capital ships if one takes a look at the layouts, the gunnery stations, while they're not -at- the piloting console, are actually still on or near the bridge of the ship.