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Old 04-18-2014, 05:39 AM   #1
Yako2020
 
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Default Gunslinger

Its use in Gunslinger:
Ranged weapons "medieval"
Example: Bow or Crossbow?
Is there any advantage to weapons of close combat that has the same effect Gunslinger?
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Old 04-18-2014, 06:16 AM   #2
SCAR
 
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Default Re: Gunslinger

Quote:
Originally Posted by Yako2020 View Post
Its use in Gunslinger:
Ranged weapons "medieval"
Example: Bow or Crossbow?
Is there any advantage to weapons of close combat that has the same effect Gunslinger?
Heroic Archer in Martial Arts and Dungeon Fantasy 1
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Old 04-18-2014, 07:01 AM   #3
Yako2020
 
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Default Re: Gunslinger

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Originally Posted by SCAR View Post
Heroic Archer in Martial Arts and Dungeon Fantasy 1
Thanks!

No version for combat weapon bodies the body exists.
To ignore that rule when I move and attack modifiers after my skill is a maximum of 9
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Old 04-18-2014, 07:36 AM   #4
DouglasCole
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Default Re: Gunslinger

Quote:
Originally Posted by Yako2020 View Post
Thanks!

No version for combat weapon bodies the body exists.
To ignore that rule when I move and attack modifiers after my skill is a maximum of 9
The cap of 9 doesn't apply to ranged attacks, it's -2 or Bulk, whichever is worse. There's a technique to buy this off in Tactical Shooting, p. 43: Close-Quarters Battle.
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Old 04-18-2014, 08:25 AM   #5
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Default Re: Gunslinger

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Originally Posted by Yako2020 View Post
Thanks!

No version for combat weapon bodies the body exists.
To ignore that rule when I move and attack modifiers after my skill is a maximum of 9
Sorry the other responders don't seem to be getting what you are asking.

The Max skill penalty to melee on move and attack does not have an advantage that negates it.

Possible options include:

Altered Time Rate will let you Move with one maneuver and Attack with a second.

Using Extra Effort "Heroic Charge" removes the penalty and max skill of 9 at the cost of a fatigue (note the restriction against parrying with the weapon you attack with is still in place).

Techniques: It's not uncommon to design techniques that eliminate penalties for move and attack... see Martial Arts for details.
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Old 04-18-2014, 08:33 AM   #6
Kromm
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Default Re: Gunslinger

Quote:
Originally Posted by DouglasCole View Post

The cap of 9 doesn't apply to ranged attacks, it's -2 or Bulk, whichever is worse. There's a technique to buy this off in Tactical Shooting, p. 43: Close-Quarters Battle.
Yep. The cap is strictly a problem for melee fighters.
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Old 04-18-2014, 08:42 AM   #7
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Default Re: Gunslinger

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Originally Posted by Kromm View Post
Yep. The cap is strictly a problem for melee fighters.
Which is what he is asking about.

The easiest way is probably a Wildcard Technique...
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Old 04-18-2014, 12:13 PM   #8
Yako2020
 
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Default Re: Gunslinger

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Originally Posted by the_matrix_walker View Post
Which is what he is asking about.

The easiest way is probably a Wildcard Technique...
The Tactical shooting techiques allow fight in close combat.
But I wanta know if is a advantage or skill what can remove the modifier of wlak and attack, that what says if I walk and attack the maximum roll is 9.
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Old 04-18-2014, 12:16 PM   #9
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Default Re: Gunslinger

Quote:
Originally Posted by Yako2020 View Post
The Tactical shooting techiques allow fight in close combat.
But I wanta know if is a advantage or skill what can remove the modifier of wlak and attack, that what says if I walk and attack the maximum roll is 9.
A Step (10% of your Move, rounded up) doesn't penalize your skill. Higher move scores grant bigger Step ranges, so some sort of Extra Move or Enhanced Move heavily limited to only calculating Step range would work, if your GM allows it.
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Old 04-18-2014, 12:53 PM   #10
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Default Re: Gunslinger

Using the Technique design system in Martial Arts you can remove the skill -4 penalty and maximum skill of 9.

Buy off -4 to hit : -4 to default
Buy off Maximum effective skill of 9: -1 to default

Defaulting to skill -5 allows the technique to be bought to full skill for 6 points, and if you make it a Wildcard Technique for triple cost, it can apply to all attacks (rather than just a single combat skill) for 18 points.

if the game is cinematic enough that the GM allows it, you can add more Special Benefits. Adding "Can Retreat on Move and Attack" is canonical for -1 to default (making the single skill technique 7 points, or the Wildcard version 21 points) and if it's wuxia (super cinematic) you might even be able to add "Can use attacking weapon for defense on Move and Attack" (which is NOT canonical) for another -1 (Bringing the total to Default -7, which is 8 points for a single skill and 24 points as a Wildacard Technique).

Some GMs may require a Unique Technique Perk for this sort of thing. If this is so, and you use all the bells and whistles mentioned above, you end up with...

Quote:
Buy off -4 to hit : -4 to default
Special Benefit: Buy off Maximum effective skill of 9, -1 to default
Special Benefit: May Retreat on Move and Attack, -1 to default
Special Benefit: May Parry on Move and Attack, -1 to default

Defaults to Weapon Skill -7
You'll want to have some somewhat steep prerequisites to help balance things out a bit, so what you get is something like...

Quote:
Mobile Attacker 25 Points
Prerequisites: Combat Reflexes and Weapon Master or Trained by a Master.

You can cover a great deal of ground on the battlefield without sacrificing your effectiveness! Whenever you take a Move and Attack Maneuver, you suffer none of the debilitating side effects. You may ignore the -4 to hit and maximum skill roll of 9, as well as retain your ability to retreat and to parry using the weapon you have attacked with.

Perks: Unique Technique (Mobile Attacker) [1].
Techniques: Mobile Attacker! Melee or Unarmed Combat Skill+0 [24]. This “wildcard technique” is priced as if Hard and then tripled in cost to allow it to work with all attacks.
You can drop the price a bit by adding a restriction or two. This is strongly encouraged in GURPS Technique building. A good option would be a DX check or fall down when you attack (+1 to default, so saves 3 points on the Wildcard version).
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