Firearms combat?
Can some people walk me through some examples?
How does cover work? What happens if you miss a called shot but still make the number for a generic hit? Any tips for helping speed up gun combat? |
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There's a little more to it than that, but if you just understand and remember the above, you'll do fine. Tactical Shooting has far more details on using cover, but that may be overwhelming for you at first. Quote:
Note that a few hit locations in Martial Arts have a note like "missing by 1 hits the torso," which changes this slightly, but the principle remains the same -- if you miss by 1, you hit the torso, if you miss by 2+, you just miss. Quote:
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I believe Vicky is directing you here
The examples, links at left of screen, are really good |
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As a player, I find it useful to make a table with the ranges from the Speed/Range table, and my adjusted chance to hit before Aiming (no Acc bonus) and after Aiming (inc Acc bonus). For a skill-16 character with an Acc 2 weapon, this would look like:
2yds 16 18 3yds 15 17 5yds 14 16 etc. For a GM, with sufficient prep time, you could extend the table for multiple NPCs, something like range Alice(SMG) Bob(Pistol) Charlene(Rifle) 2yds 16/19 18/20 15/21 3yds 15/18 17/19 14/20 5yds 14/17 16/18 13/19 etc. |
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If you mouse over the Example Number in the left navigation bar, the pop up will tell you what the example covers ... the three that have firearms at the moment are:
Ranged Two: Sniper Rifle, .338/Normal Clothing VS. Unarmed/Tactical Vest w/ Trauma Plates Ranged Three: Revolver, .44M/Ballistic Vest VS. PDW, 4.6mm/Normal Clothing Ranged Four: Sniper Rifle, .338 (APHC)/Normal Clothing VS. Unarmed/Tactical Vest w/ Trauma Plates Hope they help a bit! |
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I've got a question about your Sniper example. You state that the Acc bonus for the scope only applies after equal seconds of Aim. I thought that a scope provided +1 per second of Aim, up to its rating. So if you have Acc 6+3, you get (1s) +6 for Acc, +1 for scope, (2s) +1 for Aim, +1 for scope, (3s) +1 for Aim, +1 for scope (the maximum). Am I wrong on that? Am I remembering a house rule instead of the RAW?
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Fixed power scopes offer their full bonus after an equal number of aiming rounds, but no bonus for anything less. |
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We discussed scopes a bit when I was writing up that example, the consensus seemed to be that they work the way it's currently written.
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One day I tried to figure out a houserule to condense the different options for called shots (or lack thereof) into a normal roll, having the called body part occupy the highest chunks of that big ol' fat bell curve (e.g. 10-11) and the rest of hit locations shift appropriately. Needless to say I stopped trying pretty fast :'< |
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It's definitely open to interpretation, but it makes a lot more sense that way than the idea that they zoom in on your target with no action required on your part. |
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That said, it does read to me like an adjustment to the RAW, which quite clearly indicates you get a bonus equal to the scope's bonus, less the rounds not spent aiming. There is no mention of pre-setting the scope to a specific "fixed" value. |
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You may be right with regard to RAW/RAI. Either way, the important point to me is that your interpretation definitely makes a lot more sense than the one I took from the text, and is how I will be implementing the rule going forwards.
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I thought it was a pretty tortured rationale to keep in within RAW myself, but it does make more sense. |
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Well I know if you are smart you set the variable scope to its lowest setting as it is faster to acquire your target then you can up the power if the target is far away and you need more magnification
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Basically, all it means is that any variable power scope is essentially equivalent to a fixed power scope of whatever it is currently set at, and you can change in between magnification levels with a Ready action. Thus you can dial it down in order to claim a lower scope bonus after less time aiming, or dial it up for longer range shots when you have time to aim as long as you like. |
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Crakkerjakk has it exactly right. You set the power of the scope, then you Aim. Now, a higher TL scope could have a digitally controlled zoom that doesn't fox your aim so badly. That would be part of the longer term precision aiming, and with some computer help, might even happen without contact from the shooter. But current manual stuff is definitely set first. Why have the lower magnification at all? Field of view. High mag means if you're not right on the target, you may wind up waving your barrel around (or at least, it'll feel that way). At low mag, you aren't as precise, but you can see what's around you . . . and this might include other animals or even people. |
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But yeah, basically I decided that if switching firing selector switches was a Ready action, then changing the current magnification level on a scope was definitely also a Ready action. I mean, usually you can flip your weapon from safe to fire without having to take your finger off the trigger. You have to reach up to the scope to adjust that. It doesn't make sense any other way. |
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That just means modern 'variable' scopes are just fixed scopes with variable settings, not need to change the rules on how GURPS handled real variable scopes though as you said they could in theory exist.
Especial given the technology is currently available in cameras, were instead of a stiff dial you have a zoom in and zoom out button. |
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And yeah, I'd let Lightning Fingers remove the requirement to take a Ready to adjust the scope in a game using Gun-Fu or with Gunslinger. |
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http://www.brownells.com/.aspx/pid=2...E_THROW_LEVERS Quote:
http://imageshack.us/f/405/rakurzreticule.jpg/ |
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