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do remember that maximum range equates to a -20 attack penalty
( -2 per range increment) only the very best of mech jockeys will have even a 50% change to hit at that extreme range... and most will need natural 20s until the target gets MUCH closer
factor in potential poor visibility due to bad terrain, and it would be possible to get quite close (creative ambushes 4tw)
many bows allow for rather large range increments...
a composite long bow has a range increment of 120 feet, which becomes 180 under far shot (and even higher, with the appropriate prestige classes)
but most D&D combat still begins at ranges of under 200 feet
ex:
a Juggernaut mech firing its huge steam cannon at extreme range:
base range attack: -1
range penalty: -20
level 10 mech jockey with a dex of 14: +10 BAB, +2 dex (potential +1 from feats)
total attack bonus: -9
against a Barbagula (standard irontooth mech)
AC: 8 (potentially higher with appropriate pilot skills)
minimum roll to hit: 17 (20% chance)
now, the mech can close at a rate of 200 feet a round (running) once past extreme range... that's 5 rounds at a 1/5 change to hit (1 hit)
let's see here...
it should take 50 rounds for a barbagula to close from longest range
the barbagula will be hit...
10 20% *5 = 1
9 30% *5 = 1.5
8 40% *5 = 2
7 50% *5 = 2.5
6 60% *5 = 3
5 70% *5 = 3.5
4 80% *5 = 4
3 90% *5 = 4.5
2 95% *5 = 4.75
1 95% *5 = 4.75
melee; 31.5 hits @ 11 damage average; vs DR 8 = 3 damage... 1.5 crits @ 22 damage = 14 + effect
3 * 30 = 90
14* 1.5 = 21
~ 111 damage + 1 crit effect
HP of 66... say 2 downed mechs
a running barbagula, with no pilot abilities to enhance it, would take about 31 hits starting from maximum range, enough to turn it to scrap
a group of iron tooth mechs could, therefore, get into melee with the loss of only 2 mechs against a single juggernaut mech with a level 10 mech jockey as gunner on the cannon
with larger groups of experiences irontooth jockeys, that loss would not stop them from tearing the larger mech apart, and there would be fewer hits as well due to pilot skills
as for the begining range of combat:
spot rules state that there is a -1 penalty to spot for every 10 feet of distance
lets say that the gunner is an elf (not likely, but hey) and has the alertness feat
at level 10 he has 13 ranks of spot and a +4 bonus from race and the feat (and maybe a point from wisdom)
thats, say, a +18 bonus to spot
now, riding a mech, it's pretty noisy, hot, and enclosed, so let's tack on the penalty for being distracted (-5)
that gives a nice, fair number of +13
now, for the barbagula mech
it's not trying to hide, lets say, and by itself
it's moving towards the jugernaught (for no particular reason)
so it doesn't even roll to hide, a flat 0, and let's give it the -8 penalty for being huge in size, so it's now a -8 on its hide check
the gunner still needs to roll a 20 at a range of 410 feet to spot the mech, and can't spot it outside of that range becasue skill checks do not grant automatic success on the roll of a 20
even removing the penalty from the gunner and further penalizing the barbagula for it's mech type, the range at which the gunner begins to have a chance at spotting it is within the first range increment of 1000 feet
most engagements probably begin at a range of under 500 feet, which can be closed in three or four rounds by most mechs
_________________ Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}
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