View Single Post
Old 05-04-2022, 02:06 PM   #23
MrFix
 
MrFix's Avatar
 
Join Date: Aug 2019
Default Re: [High Tech/Tactical Shooting] Reloading Your Shotgun

Quote:
Originally Posted by Shawn A. Fisher
Sure we can walk through this.

The most up-to-date published information on gun perks, like Quick Reload, is in Tactical Shooting. It says about Quick Reload:
"A successful Fast-Draw (Ammo) roll lets you reload as a free action for a detachable magazine, or with a single Ready maneuver if using a charger clip or
speedloader. In all other cases, it chops 25% off reload time, ___after the reduction___ for Fast-Draw and Double-Loading (p. 44) – ___round up__, but with a minimum savings of one second.'

So here's the text for a single barrel breechloader with ejectors:
"It takes one Ready maneuver to open the breech (automatically ejecting the case), one to retrieve a fresh cartridge, one to insert it, and one to close the breech. A successful
Fast-Draw (Ammo) roll reduces this time from four seconds to three."

Loading a gate-loading magazine shotgun that already has a round in the chamber does not require a Ready to load a round in the magazine OR to close the breech. Just grab a round and stuff it in the tube. So it takes: "one to retrieve a fresh cartridge, one to insert it." And that's it!

Basic Set on Fast-Draw says: "The exact benefits depend on your weapon, but a successful roll always shaves at least one second off the reload time."
Quick Reload says "a minimum savings of one second."

Clearly one could make the case that this gives you a zero-second reload if you make a Fast-Draw (Ammo) roll and have the Quick Reload (Internal Magazine) perk.

This makes it on par with using Fast-Draw (Ammo) and Quick Reload ( Detachable Magazine) to reload an M4, Glock 17, etc.
I'm okay with this. it's a big investment in points and it can go wrong.

Likewise, if you go to Double-Loading, that's Fast-Draw -2 to load two shells in the tube at once. If you put points into that as well it still caps at Fast-Draw and you still are only loading two shots each second. I don't think this breaks anything.

Note that shotgunners still must Ready, cycle the action, if they run the gun dry. On a six-round tube that's four seconds.
But that gives you 5+1 shots.

If you want 6+1 shots in six-tube magazine, you need to do an emergency reload (like the link below) and that means you add another second and get to five seconds, as Tactical Shooting suggests.

Here's how fast one could do an emergency reload:
https://www.youtube.com/watch?v=Km-u...idusIndustries

Anyway, I hope that helps.

Regards,
Shawn A. Fisher
From that I can gather that there's no work with the fractions like 0.33 or 0.66 with fast-draw. You get -1 second for loading 1-3 shots, -2 for loading 4-6 etc.

I suppose that is final and can be put to rest. Big thanks to S. A. Fisher for quickest response and being a great help.
__________________
Your level of GURPS proficiency:
Pedestrian: 3e vs 4e
Proficient: Early 4e vs Late 4e
Master: Kromm vs PK

GURPS: Shooting things for fun and profit
MrFix is offline   Reply With Quote