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Old 06-14-2009, 05:45 AM   #1
Dave E
 
Join Date: Oct 2004
Location: UK
Default Re: House ruling firearm skills?

I generally use Guns: Pistol and Guns:Rifle or Guns:Autoweapon, with Autoweapon and Rifle being -2 to each other and using a Technique to eliminate the default. For me this simulates the ability to fire single shots or being initially trained in spray and pray. I do, however, use familiarity penalties a fair bit. If you were trained to use an AK-47 on auto (so Guns:Autoweapon), picking up a Lee Enfield bolt action is both -2 for the switch to single shots, and another -2 for a switch to bolt action.

(Machine Pistols I give at -4 to Pistol, again with a Technique to buy off the penalty.)
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Old 06-14-2009, 05:22 PM   #2
DouglasCole
Doctor of GURPS Ballistics
 
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Join Date: Sep 2004
Location: Lakeville, MN
Default Re: House ruling firearm skills?

Quote:
Originally Posted by Dave E View Post
I generally use Guns: Pistol and Guns:Rifle or Guns:Autoweapon, with Autoweapon and Rifle being -2 to each other and using a Technique to eliminate the default. For me this simulates the ability to fire single shots or being initially trained in spray and pray. I do, however, use familiarity penalties a fair bit. If you were trained to use an AK-47 on auto (so Guns:Autoweapon), picking up a Lee Enfield bolt action is both -2 for the switch to single shots, and another -2 for a switch to bolt action.

(Machine Pistols I give at -4 to Pistol, again with a Technique to buy off the penalty.)
I like (and have used) the concept that firing at full auto buys off an inherent penalty to Acc based on a Technique. It can't go above the basic pointability skill (firing one shot will always be easier to control than firing ten).

Something in the -2 to -4 and a Hard technique that can be bought up to flat skill would be sensible.
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