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Originally Posted by TheOneRonin
I understand the differences here. But I think it's crucial that you understand the scenario. The amount of time you have to execute a breach & clear on a room with bad guys and hostages is extremely short.
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True, but as Perfect Organism
pointed out, the quote you're working from likely underestimated the elapsed time. You yourself
indicated that 6 seconds might be a reasonable estimate for when the flashbang stun would have worn off.
As a result, the prior thread you reference indicated that "between 3 and 6 seconds" is a reasonable range of time to explore.
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I simply don't believe you will have the luxury of time to be able to take an AIM maneuver between each shot. Yes, doing so would net a +4 to each shot, and that's drastic. But don't you think the MOST skilled Hostage Rescue unit in the US should be capable of doing something like that in that short amount of time?
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That's a purely subjective argument, which is a recipe for wildly different estimates of required skill.
One set of assumptions will have you assigning Guns-21 to these guys, but at the same time another set of assumptions will show Guns-14 to suffice, and it's not at all clear that one or the other is "correct".
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I'm still not convinced that the "Headshots" would be counted as Face hits in GURPS and not Skull hits
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Look at B.399: Skull hits from the front would be shots to the forehead; is that the size and shape of the training target?
If the standard is shots to a head-shaped silhouette, that would be Skull+Eyes+Face (plus possibly also Neck). A portion of that target area (Face) can be targeted at -5, indicating the whole area would be -5 at most.
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And I'm not so sure I'd include trademark move.
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Your call for your game, but do note that it's explicitly suggested by Tactical Shooting.
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So if we do maxed TA SMG/Skull for -3 and -2 for Rcl, you still need a skill of 20 to have a net 15 to do this in a real life situation.
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You're rather easily dismissing the fact that the training targets are (a) completely motionless, (b) completely harmless, and (c) known with certainty to be in a friendly environment, making them almost guaranteed to be easier targets than actual hostiles.
Tactical Shooting suggests various bonuses for training situations. You're free to ignore those, as with any other part of the books, but doing so risks increasingly diverging from what the rules expect from realistic characters.
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You won't have time for the AIM maneuver.
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One of the reasons I wrote out the skill levels with and without Aim was to point out quite what a HUGE difference there is between the two choices available to a GURPS character. Due to discretizing actions into 1-second chunks, a shooter gets either 0% of Acc or 100% of Acc, but nothing in between.
Reality is not so constrained, so the situation you're talking about may be more accurately modeled with the shooters taking 1.5 seconds with 50% Acc or something similar.