08-14-2011, 08:14 PM | #21 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [MH] Gun Wielding Foes
Well, it depends: Gang-bangers or cultists or untrained kooky survivalist militia will likely have a gun skill of 10-12, but basically amount to "ordinary people who have fired a gun once or twice, possibly never in anger." Soldiers, paramilitary groups and police (especially swat) would have 12-15, depending on how elite they are. 16+ should really be reserved for hero-level characters. You might see a "goon-squad" of special ops with guns-16 and some elite tactics, but those are pretty lethal and practically the sort of thing that could take on monsters themselves, with a few pointers. That's the sort of unit a Commando MH might originally hail from.
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08-14-2011, 08:20 PM | #22 |
Join Date: Aug 2010
Location: MI
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Re: [MH] Gun Wielding Foes
Oh, 100%, but that's like saying China has more Platinum than anywhere else on Earth, but it's not the most common metal by far!
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08-14-2011, 08:26 PM | #23 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [MH] Gun Wielding Foes
Quote:
Note that 300 yards is a bit far for some hunters. And some people hand-load rounds, or have a rifle that they may have accurized or a weapon bond. But I DO know guys who can pick up a rifle, any functioning reasonably accurate rifle, and make that shot without trying. It's not universal, but it's not that rare either. |
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08-14-2011, 08:39 PM | #24 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [MH] Gun Wielding Foes
Why would you not just use defaults for that? Not trying to be persnickety . . . asking a serious question. I'd have the description you used be default, which will be Guns-6 to Guns-8 in most cases. For Guns-10 through Guns-12, these are DX to DX+2, that is, people who put a lot of time into a combat skill (the DX+2 level being somewhat meaning in GURPS "serious at it," since it's the breakpoint for most meaningful bonuses for things like Karate, Wrestling, etc).
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08-14-2011, 08:40 PM | #25 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [MH] Gun Wielding Foes
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08-14-2011, 08:46 PM | #26 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [MH] Gun Wielding Foes
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My "Hmmm . . . " moment was more on the lines of what would it really take to bag a deer 9 times in 10? Depending on your local environment, looks like Guns (Rifle)-10 to 15 would do just fine, especially with nice stuff and a rifle that works for you.
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08-14-2011, 08:52 PM | #27 | ||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [MH] Gun Wielding Foes
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Quote:
Also keep in mind that a lot of shots while hunting are taken around dawn or dusk, so there's probably some negative vision mods as well. And I'd bet a lot of experienced hunters have some level of Precision Aiming technique bought up. Last edited by Crakkerjakk; 08-14-2011 at 08:57 PM. |
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08-14-2011, 08:54 PM | #28 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [MH] Gun Wielding Foes
Quote:
A gang banger who's plinked some beer cans with his buddies, knows what a safety is, but still insists on turning the gun "gangsta style" probably has no more than 1 point. A skilled and experienced gangster who's done a few drive-bys might go all the way up to 12. I think you could apply the same to survivalists and cultists. These are people with no formal training, but that doesn't necessarily translate to a complete lack of skill. I'm presuming that they have SOME experience. The next set are people with formal training. That formal training might be minimal (skill 12), or it might be substantial and backed up with plenty of experience (skill 13-15). Skill 16 is really about as high as you're going to get before you're really going to get into a "heroic" zone that suggests that the characters have names, personality, individuality, and should be treated as such, rather than as goons. And some heroes will have less than 16 gun skill, naturally. And, of course, just because you're a gang-banger, police or soldier doesn't mean you actually do have skill with a gun. Everyone's green at some point, and cops and soldiers can be desk jockeys too.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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08-14-2011, 08:56 PM | #29 |
Join Date: Feb 2009
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Re: [MH] Gun Wielding Foes
I think GURPS absolutely does not give enough credit to the awesomeness of braced scoped rifles in the hands of people who have not a clue what they are doing at least as far as hunting goes . . . . 200 yds to the vitals of a deer with a scoped braced rifle and time to aim is very easy and definitely not skill 13, it should be something people can do from default as long as they don't have non familiarity and all . . . . . definitely not a '200 hours of training' thing, more like 'a box of bullets and an afternoon, with bullets left over for the actual hunting'
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08-14-2011, 09:01 PM | #30 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [MH] Gun Wielding Foes
Definitely not. I've trained shooters up to the point where they could make that shot, and it's not that easy. Most people I've met can achieve what you mention at about 50 yards with an afternoon of training. 200 yards not likely unless they're just naturally gifted. Going from 50 yards to 200 yards on a human-sized vitals hit requires enough training that I'd happily call it a point of training.
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Tags |
ak-47, modern, monster hunters |
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