Morpheus Unbound  |  House Rules

Missiles and Jets

In GURPS Supers, Second Edition there is nothing which explicitly explains the difference between Missile Powers and Jet Powers. From reading the various Powers, it is possible to infer that Missiles represent a physical object or pulse of energy with a range of 10× Power hexes (p. SU30), and that Jets are streams of matter or energy with a variable range of damage rolled in hexes every time they are used.

What this says to me is that except for a few special effects or Enhancements, Missiles are Good, Jets are Stupid.

We recommend using the rules from GURPS Supers, First Edition, which is much more helpful, and offers the following:

p. 18 - Jet and Missile Skills
     A Jet skill fires a jet of matter or a beam of energy. A Missile skill fires a solid object or a single pulse of energy (e.g. Fireball).
     Jets and Missiles are treated like regular ranged weapons for targeting purposes. The attacker rolls against the appropriate super-skill, modified as for any other ranged weapon (p. B114) to hit. Jets gain a bonus for sustained fire; see the sidebar on p. 86.

p. 86 - Jets
     This is a special form of attack in that, providing you continue to make your skill rolls, it can be maintained from turn to turn, making it easier to hit a target because of sustained fire.
     For every consecutive turn after the first that you use a Jet skill at the same target, you add +1 to your effective skill up to a maximum of a +3 bonus. If you stop firing, this wipes out all sustained fire bonuses.


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Last updated 27 January 1999 by Patric L. Rogers.
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