04-18-2013, 12:37 PM | #41 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Shotguns and RoF... is there a better way?
It gets a little silly when the shotgun from Low-Tech did 88d+88 pi- against 88 times the DR. We heavily considered averaging that...
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04-18-2013, 12:45 PM | #42 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Shotguns and RoF... is there a better way?
Think of the shotgun as firing hydras (that is, the 9-headed dragon-thing); how many heads the individual hydra has doesn't mean anything until it's directed at a particular target, at which point the extra heads makes it easier for at least one of them to bite. Each head is treated as a separate damage-causing entity, even at the 10% of ½D range (at which point it's just assumed that half of them bite, rather than using MoS to determine how many).
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04-18-2013, 01:16 PM | #43 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Shotguns and RoF... is there a better way?
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I didn't powder every bird but I didn't miss. I'd call +9 conservative:D *no way I'm I gonna count a literal few hours of bolt-action paintball:)
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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04-18-2013, 01:38 PM | #44 | |
Join Date: Sep 2008
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Re: Shotguns and RoF... is there a better way?
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Now to go stat up a hydra-firing shogun for Iuz to use on my PCs...
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04-18-2013, 02:23 PM | #45 | |||
Join Date: Jan 2010
Location: Brighton
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Re: Shotguns and RoF... is there a better way?
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However why is a shotgun firing at ROF6x9 because its being cycled really fast ala fast firing treated differently from an Full auto one with the same overall ROF? TBH same goes for SA pistol being fired at ROF9 under the same rules as ROF9 FA guns. Its the same number of shots in the same time. And equally if its an issue of an excess of temporal separation, what's the difference between a ROF6 SA shot gun being fired with fast fire and a ROF6 FA shotgun, they are pumping out the same number of shots with the same temporal separation surely. In fact using fast fire from TS a SA shotgun can fire at ROF9, even faster then the Daewoo on FA (and thus with even shorter temporal separation between shots)? Am I looking at this the wrong way is it actually that fast firing (especially in TS with SA shotguns at x3) a bit broken, is is there some intrinsic difference vis a vis what spray represents between doing that with a SA and a FA gun even if the FA gun is actually firing less shots per second? However leaving all that aside if nothing else if you did allow spray fire at NxM that would mean even a single round could be a spray hitting several people, which isn't very realistic. Quote:
cheers for the replies guys. Last edited by Tomsdad; 04-20-2013 at 04:10 AM. |
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04-18-2013, 04:05 PM | #46 | ||||||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Shotguns and RoF... is there a better way?
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However with rules from High-Tech and Tactical Shooting: Assume three zombies, one on the left is at 3 yards, one in the middle is at 25 yards and one on the right is at 52 yards. Otherwise assume good lighting and so on for no extra penalties. The shooter has Guns-24. The shooter who wants to hit all three (and lacks Extra Attack (Multistrike) or ATR!) must use Rapid Strike/Quick Shooting. EDIT: He can't use Spraying Fire because it's not a fully automatic shotgun with RoF 5+. Ranged Rapid Strike: In this case the shooter is carefully firing one shell at each target. He still must increase the RoF to 3 for a -3 Fast-Firing penalty. Additionally he takes a -12 for Ranged Rapid Strike (3 attacks at -12/-12/-12). When done he will still have two shells loaded. Zombie 1: This zombie is within 1/10 of 1/2D range. Therefore the special rules for this situation apply. Range penalty is -1 Fast-Firing is -3 Quick Shooting is -12 Because this is treated like a slug, he just gets the Rapid Fire bonus for RoF 2 which is +0. Effective skill is 8. Rcl is also increased to 4 (3 for close range +1 for Fast-Firing). This doesn't really matter since he's just firing the one shell. If he hits he does 4d+4 pi++ (1d+1 pi x (1/2)9 and changed to pi++) against DR 1 (DR 0 is treated as DR 1 against attacks with fractional armor divisors). Zombie 2: Range penalty is -7 Fast Firing is -3 Quick-Shooting is -12 Rapid Fire bonus for RoF 9 is +2 Effective Skill is 4 Rcl is only 2 however (Rcl 1 +1 for Fast-Firing). Damage is 1d+1 pi Zombie 3: This one is past 1/2D range. Range penalty is -9 Fast Firing is -3 Quick Shooting is -12 Effective Skill is 2. He can only hit this one accidentally. Damage is (1d+1)/2 pi As you can see it's probably a bad idea to try this unless you are using a weapon with a higher RoF, have a very high level of skill, or heavily invested in the Fast-Firing and Quick-Shooting techniques! It's also a lot easier if you are a Gunslinger, which halves the penalties for both Fast-Firing and Rapid Strike. It also lets you add Acc without Aiming! The same guy as Gunslinger could Rapid Strike at effective skill of 18, 14, and 12, respectively! My (possible erroneous) understanding is that Skeet targets always follow the same path, and that shooters are waiting to fire when the target appears. In that case it makes sense to me to take an Aim and Wait (B390) and shoot when the target crosses your aimpoint. I have no idea if this is at all accurate. Last edited by sir_pudding; 04-19-2013 at 03:41 AM. Reason: Horrible rules error. Bad pudding! No cobra! |
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04-18-2013, 08:39 PM | #47 |
Join Date: Apr 2010
Location: The Hall of Fallen Columns
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Re: Shotguns and RoF... is there a better way?
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04-18-2013, 08:46 PM | #48 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Shotguns and RoF... is there a better way?
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04-19-2013, 12:05 AM | #49 |
Join Date: Nov 2009
Location: Oregon
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Re: Shotguns and RoF... is there a better way?
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04-19-2013, 02:35 AM | #50 |
Join Date: Jan 2010
Location: Brighton
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Re: Shotguns and RoF... is there a better way?
Ok, are we saying you can do spray with non FA weapons so long as you fast fire at ROF5+ (or ROF5+xM for shot shells)?
I'm thinking of the following house rules for multi loads You can do spray fire with shotguns but you use the N in NxM to lose shots between targets and each shot you lose will be 1xM, but in all other ways you would treat is a ROF(NxM) for determining effect of the shot. so set up is three chaps standing with a yard gap between each one effective skill (leaving out ROF bonus is 12, and I roll 10 each time) example one a Daewoo firing FA ROF(6x9): Ist target is 12 + 6 (ROF54), 8 pellets hit leaving 48 in play One yard gap removes 1x9 pellets leaving 37 2nd target is 12 + 5 (ROF37) but recoil is 2, so he's hit by 1+3 = 4 pellets leaving 33 in play One yard gap removes 1x9 pellets leaving 24 in play 3rd target is 12 + 4 but recoil is 3, so he's hit by 1+2 = 3 pellets example two SA shot gun firing ROF(3x9) 1st Target is 12 + 5 (ROF27), 7 pellets hit leaving 20 in play One yard gap removes 1x9 pellets leaving 11 2nd target 12 + 2 (ROF11) but recoil is 2, so he's hit by 1+2 = 3 pellets leaving 8 in play One yard gap removes 1x9 pellets leaving none for the last chap example three SA shot gun firing ROF(6x9) using FF+3 1st Target is 12 + 6 (ROF54) - 6 for FF, recoil is 1+1 = 2 due to FF though, so he's hit by 1+1=2 pellets leaving 52 in play One yard gap removes 1x9 pellets leaving 43 2nd Target is 12 + 5 (ROF43) - 6 for FF, recoil is now 1+1+1= 3, so he's hit by 1 pellet leaving 42 One yard gap removes 1x9 pellets leaving 33 3rd Target is 12 + 5 (ROF33) - 6 for FF recoil is 1+1+2 = 4 so he's hit by one pellet I think I'm reasonably happy with that, using 3xM (i.e no fancy super fast trigger pulling) you still can only hit two targets only if there's one yard separation*, or three targets if they are standing directly next to each other. This seams reasonably justified with shot shells past 1/10th range as per the rules in TS regarding the chances of other being hit by missed pellets. However I wouldn't allow it with non shot shells. Using fast trigger pulling does allow you to spread shot about but its pretty ineffective on all targets, I think I'm happy with that and it seems to match with the results of doing the same with normal rounds. Actual FA weapons are still much better at doing it effectively. let me just check with multi flechette Nx20 shells example two SA shot gun firing ROF(3x20) 1st Target is 12 + 6 (ROF60), 8 flechettes hit leaving 52 in play One yard gap removes 1x20 pellets leaving 32 2nd target 12 + 5 (ROF32) but recoil is 2, so he's hit by 1+3 = 4 flechettes leaving 28 in play One yard gap removes 1x20 flechettes leaving 8 in play 3rd target is 12 + 1 (ROF8) but recoil is 3, so he's hit by 1+1 = 2 flechettes example three SA shot gun firing ROF(6x20) using FF+3 1st Target is 12 + 7 (ROF120) - 6 for FF, recoil is 1+1 = 2 due to FF though, so he's hit by 1+1=2 flechettes leaving 118 in play One yard gap removes 1x20 flechettes leaving 98 2nd Target is 12 + 6 (ROF98) - 6 for FF, recoil is now 1+1+1= 3, so he's hit by 1 flechette leaving 97 One yard gap removes 1x20 pellets leaving 77 3rd Target is 12 + 6 (ROF77) - 6 for FF recoil is 1+1+2 = 4 so he's hit by one flechette Hmm OK, the ROF(3x20) can now reach the third target, and the ROF(6x20) could keep going past that. However I think I'm still OK with this because to get a 5 yard+ target area within the angle required by spray fire they are going to be reasonably far way, which means that shot (or flechette) will spread a bit, and its actually going to be quite a tough shot for a shotgun anyway. In fact it might well be over 1/2 range so half damage as well? EDIT: may well not be that far away you could get 5 yds in a 30 degree angle at a 10 yard range Slight artefact is that the less good you are (or the less good your early shots are) has a slight positive effect on your chances effecting wider areas, but I think losing 1xM per yard overwhelms that effect IMO (and its true for ordinary spray as well). and well teh less you good you are, the less effective shots will be anyway. *lets check two targets two yards apart example two SA shot gun firing ROF(3x9) 1st Target is 12 + 5 (ROF27), 7 pellets hit leaving 20 in play Two yard gap removes 2x9 pellets leaving 0 in play Ok that's a bit of a fringe result (exactly none left)! But even If I hit the first guy with a couple less its only going to leave 1-2 for the 2nd guy so no bonus to hit and recoil 3. example two SA shot gun firing ROF(3x20) 1st Target is 12 + 6 (ROF60), 8 flechettes hit leaving 52 in play Two yard gap removes 2x20 pellets leaving 12 2nd target 12 + 2 (ROF12) but recoil is 3, so he's hit by 1+1 = 2 flechettes. A bit more effective but still reasonable I reckon. Last edited by Tomsdad; 04-21-2013 at 03:30 AM. |
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rate of fire, shotguns |
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