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Old 02-14-2016, 12:03 AM   #12
Ulzgoroth
 
Join Date: Jul 2008
Default Re: High tech guns, and an ultratech gun theoretical question

Quote:
Originally Posted by Jaware View Post
What I wanted was a way to make semi tracking ammunition or gun/ammunition combo that could help to hit what was being aimed at. None of us really knew how to play gurps very much when everyone built their characters and I didn't quite know enough about the game to make sure their characters were up to snuff so to speak. So. Thanks to that they all bought their guns skills to around 12 to 14. And they have figured out that range penalties suck. And target penalties suck. It took me 20 minutes to explain that shooting something in the head from 2 feet away is much harder to do if shooting the same spot 30 yards away.

And I was looking for a bit of pocket mirical they can whip out and use if their lives depended on it. At the cost of their collective bank accounts. Or something like that. But to be honest I don't know what kind of effect I was looking for.
Well, there are any number of different things you could do about that, but Guided might actually be just the thing if range penalties are getting you down. You still use the shooter's skill to make the attack, but range doesn't apply a penalty...

Ammo that increases Acc is also established (match-grade ammo), though the bonus is small for the real stuff. Making UT super-ammo that increases Acc by more wouldn't be too out there. Ammo that flat-out increases skill, as Toptomcat suggests, might be a little silly but certainly isn't a problem to do.

Pricing is really up to you. Nobody can possibly tell you how much you want to sting their pocketbooks for the bonus.
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ammunition, high tech, theory, ultra tech


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