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#1 |
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Join Date: May 2012
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If your players want to be normal, they can still live.
One book you should really have a look at is tactical shooting. It is like martial arts for guns. Also gives lots of tips and pointers for players on how to stay alive and gm's to make things both syrvivable and realistic (like pointing out in police shoot outs over 70% (can't remember exact number, may be higher) miss. |
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#2 |
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Join Date: Aug 2012
Location: Estonia
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OK - now I want to run a PsychoSquad game.
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#3 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Is this really supposed to be run in GURPS at all? It gives off all the vibes of some sort of supers system (MHRP?) that whswhs is actively discussing in the other subforum.
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#4 | |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Quote:
On another note, I really just need help with guns. How can I teach myself how to play with them? Where are the best, clearest, easiest or whatever rules? I do like the sound of that Tactical Shooting book though. |
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#6 |
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Join Date: May 2009
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Gun Fu is for cinematic gun play.
Tactical Shooting is for more realistic campaigns. Guns are pretty similar to bows. They both hurt things from a distance, guns are much better at it though. What are the problems you are envisioning? Hmm...guns do a lot of damage, multiple hits quickly rack up damage. I have seen diffuse demon monsters be shredded disturbingly fast by hands guns loaded with duplex ammunition. Aimed full auto assault rifles can decimate almost anything I have come up with in my Monster Hunters game that is not specifically not taking damage for some reason. Aiming is important, part of the awesome of guns is how far they can reach and aiming is what lets that happen without incredibly high skill. Move and attack becomes for acceptable at -bulk or -2 whichever is more, instead of the -4 and capped at 9 for melee.
__________________
Maxwell Kensington "Snotkins" Von Smacksalot III |
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#7 | |
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Join Date: Jun 2008
Location: Provo, UT
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Quote:
But in a nutshell they are pretty much just like using a Bow and Arrow. Here is the basic differences: Guns usually let you shoot more than once per round. Roll your attack and if you make it, you hit with one bullet. Look at how well you made you attack roll, divide this by the RCL of your weapon and that's how many extra bullets, up to the amount fired, that you hit with. The other guy can usually only dodge, and he's at -1 per extra bullet that hit. You can also get tricky and try to hit more than one target. If you have a rate of fire of 10, you can divide those shots between more than one target. So you could shoot 3 bullets at one guy, 3 and another, and 4 at the last guy. You add +1 to the RCL for each target after the first though and you roll separately for each target. You lose 1 bullet per 1 yard between targets. So to hit three guys with a ROF 10 weapon like above, you'd roll 3 times. The first guy will probably be RCL 2, then 2nd guy RCL 3, and the last RCL 4. To hit the first guy with all 3 bullets you'd need to make your roll by 6. Meaning, if you had a 16 skill you'd need to roll a 10 or less. To hit the 2nd guy with all 3 bullets you'd need to make the roll by 9. Finally, to hit the last guy with all 4 bullets, you'd need to make the roll by 16. There are lots of other rules that can come into play, but those are the stripped down basics. |
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#8 |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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#9 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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If Move is less than 10 just ignore the Speed Modifier (B373), otherwise add the Range and Speed together and then look up the sum on the Size and Range/Speed Table (see B372 for this rule and an example; the table is B550).
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#10 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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| Tags |
| campaign, high-tech, japan, powers, psionics |
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