11-27-2011, 10:12 PM | #31 | |
Join Date: Jan 2010
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Re: [IW] High-Tech/Ultra-Tech firearms for a Yrth's warrior
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11-28-2011, 10:25 PM | #32 |
Join Date: Aug 2005
Location: Cowtown, Canada
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Re: [IW] High-Tech/Ultra-Tech firearms for a Yrth's warrior
Hey, is the character strong enough to duel wield G3A3s? That would be even more awesome.
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12-02-2011, 04:27 PM | #33 | ||
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: [IW] High-Tech/Ultra-Tech firearms for a Yrth's warrior
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By the way, the character has two styles: An armed style, Sword-and-Shield Fighting (GURPS Martial Arts, p. 199-200), learned on Yrth as a soldier and; a firearm style, Double Trouble (GURPS Gun-Fu, p. 31-32) The case is that he doesn't use a shield, neither two guns. Instead, he uses a sword in one hand and a gun in the other hand. With this two different styles, he kind of made his own style. Besides Suppresion Fire (dual-wielding guns gives you double RoF for this), is there any reason to use two guns once you have Gunslinger Advantage? Last edited by Carlos; 12-02-2011 at 05:13 PM. |
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12-05-2011, 11:50 AM | #34 |
Join Date: Aug 2005
Location: Cowtown, Canada
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Re: [IW] High-Tech/Ultra-Tech firearms for a Yrth's warrior
Yes; basically you need weapon ST +5 to one hand it.
Twice the guns is twice the shots per turn and twice the ammo before you have to worry about reloading. A player in one of my games is a gunslinger with dual pistols and he rarely has to reload before the fight is over. (effective RoF 6, 36 shots total - good for six rounds of combat and he never misses). With 50 rounds in each G3 (using drum mag) you'd have 100 rounds at RoF 20, so good for five rounds of continual fire. Also if a gun is shot out of your hand or jams or is otherwise put out of action you still have the other one. You can also suppress with one gun using up all its ammo over a few turns while still having the second gun fully loaded and ready to go when the bad guys think you've run dry...
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