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#11 |
Join Date: Jun 2013
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Shotguns in a cinematic campaign should do knockback - possibly double knockback, if not more. Assuming 640 lb, the terminator would have HP 17 for knockback purposes (as an Unliving object, it would actually have ST 34 or 35, and HP to match, but I think you use the HP of a Living object for purposes of knockback; at least, you should). That means a knockback threshold of 15. A close range blast from a shotgun is generally going to be 4d+4(0.25) pi++, for an average of 18. So if you have shotguns deal knockback like a crushing attack, that's 1 yard of knockback on a T800 (and just 2 yards on an HP 10 human), while if you have them deal double knockback (36, above), you're looking at 2 yards (4 yards on an HP 10 human).
In a campaign where firearms deal knockback, something firing 5.56 is generally unlikely to cause much, as it's infamous for firing a rather light bullet (indeed, its width isn't much more than a .22 LR - 0.223" - but it is markedly heavier and traveling well above the speed of a .22 LR). I could see cause for a setting switch where firearms cause knockback to have pi- do half knockback, pi do normal knockback, pi+ to +50% knockback, and pi++ do double knockback. Firearms that fling bullets that should be pi- but get upgraded to pi due to high velocity would be treated like pi- in such a setting. So, a .44 magnum firing hollowpoint rounds for 3d+2(0.5) pi++ would deal, on average, 25 damage for purposes of knockback (3 yards against an HP 10 human), while an M16 firing FMJ's for 5d pi (treated as pi- for knockback) would only deal, on average, 8.75 damage for purposes of knockback (just enough to knock an HP 10 human back 1 yard).
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#12 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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#13 | |
Join Date: Jul 2007
Location: One Mile Up
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ETA: This is by no means limited to the quoted texts; I love this entire community. Last edited by Gold & Appel Inc; 07-12-2022 at 09:20 PM. |
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#14 |
Join Date: Jan 2006
Location: Central Europe
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Since this ten-year-old thread has come back to life ...
Hans-Christian V's blog Shooting Dice has writeups of many gunfights from films and TV, although he prefers less cinematic action https://shootingdiceblog.wordpress.com/ GURPS Gun-Fu and GURPS Action are definitely the books for cinematic gunfights!
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#15 |
Join Date: Feb 2006
Location: Not in your time zone:D
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There's something there - how about they do half knockback* on failure to penetrate... And things that normally do knockback get double... And knockback partially negates the injury... Baseball bat hits Joe Average for 4pts - Joe staggers back a yard, 0 HP injury...
*Might need to be they still do 1/4 if they do penetrate.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#16 | |
Join Date: Apr 2005
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If you're trying to model TV action melee or unarmed combat shot for shot, however, I think my suggestions still apply. For R-rated fare, you can have relatively realistic gunfights, as nicely modeled by the Shooting Dice blog and the High-Tech and Gun-Fu supplements. |
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action, fighting |
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