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#31 | |||||
Join Date: Oct 2010
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And I'm not so sure I'd include trademark move. It seems a little overly specific for a team of operators that have to be very capable in lots of different circumstances. 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. Quote:
One thing we keep forgetting about too is that just because we witness a certain definable MINIMUM skill level in the training scenario doesn't mean that the Delta Cadre couldn't be BETTER than that. Sure, it takes a MINIMUM skill 17 to do repeat what those guys do in training, but is it unrealistic to expect these operators to be able to do the same thing in combat? Is that the level you think they train to? Quote:
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#32 | ||||||
Join Date: Jun 2011
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As a result, the prior thread you reference indicated that "between 3 and 6 seconds" is a reasonable range of time to explore. Quote:
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". Quote:
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. Quote:
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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. Quote:
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. |
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#33 | ||||||
Join Date: Oct 2010
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So yes, with 6 seconds of time, 4 cadre members can take aim actions and dispatch up to 12 tangos. To me, that's an ideal situation. In my own military experience (6 years as an Army Infantryman), we never train for the ideal situation. We always tried to train for worst case. If you can pull **** off under worst-case conditions, then you should be much more likely to succeed. So what is a reasonable expectation of Stun Duration on a group of HT 10 tangos in a hostage situation? Tests to resist the Stun effects of a flashbang are HT-5. Any probability experts around that can tell me how many times, on the average, a HT 10 person has to roll a HT-5 check before he succeeds? And what happens when you are rolling for 3, 4, 6, or 10+ NPCs? How many rolls before someone comes out of it? That sort of thing is beyond my simple math skills, but it would tell us, in GURPS terms, how many 1-second intervals the Delta guys would EXPECT to have to clear a room/airplane cabin/etc. Quote:
To be fair, Haney did specifically say 3 seconds. Whether or not that's an accurate assessment is up for debate, but I don't think it's out of the realm of reality for these guys to be THAT good IRL. Quote:
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Douglas Cole went through all of the reasonable TDMs for this type of training scenario. And what a lot of people seem to miss is that if a guy needs to have Skill 14 to do something in training, but skill 19+ to do it under combat conditions, then the training is garbage. ESPECIALLY when talking about the tip top of JSOC units. I started off with the training scenario to show people on this board where I was getting the info, but the bottom line is there is a certain skill level, in GURPS, that is required to be able to perform this kind of action reliably and consistently UNDER COMBAT CONDITIONS. I think we miss the point when we say "well, there are so many bonuses considering the fact that this is not real combat, that someone with Skill 12 can pull it off 80% of the time." While you may be able to make a case for that, even you admit that those same Skill 12 guys (and the hostages too) will be ****ed if they try to do the same thing under real combat conditions. Quote:
I was actually toying around with changing the CQB technique so it allows a % of ACC on AoA for targets withing PER yards without having to burn a full 1 second on aiming, but I'm not satisfied with how it looks or even convinced that it's not overpowered. But yeah, some rule/technique for being able to get some % of weapon accuracy without having to spend a full turn aiming would be very applicable to these guys. |
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#34 | |
Join Date: Oct 2009
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Yes, performing a maneuver like that is a core part of Delta Force training, but that doesn't necessarily mean that they can do it with their eyes closed. My philosophy with GURPS is that high skill primarily exists to be maintain a professional chance of success after hideous TDM, rather than to have near certainty in the outcome at all times. |
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#35 | |
Join Date: Mar 2025
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cia, special ops |
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