12-12-2009, 05:44 PM | #1 |
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Explain Gurps shotgun rules
Okey, today we had a conundrum as a player started with a shotgun (Spaz). And I dont quite understand the buckshot rules...
If its RoF is 3x9 and it is buckshot, it become a rate of 9 for one shot or 27 if you fire it for a max of 3 times... And then it hits for 1d+1 pr for each sum over its rcl of 1 on its to hit? |
12-12-2009, 06:09 PM | #2 | |
Join Date: Aug 2007
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Re: Explain Gurps shotgun rules
Quote:
So with 12 Gauge buck shot you're options are to fire 9 rounds, 18 rounds or 27 rounds and this is treated like any other gun firing the same number of rounds with the same recoil (which is calculated as you said).
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Fred Brackin |
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12-12-2009, 06:09 PM | #3 | |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavík, Iceland
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Re: Explain Gurps shotgun rules
Quote:
If your skill after modifiers is for example 14, one shot hits if you roll a 14, 2 if you roll 13 etc. etc. |
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12-12-2009, 06:17 PM | #4 |
Join Date: Dec 2009
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Re: Explain Gurps shotgun rules
Yes. Keep in mind the rapid fire hit bonus on p.B373 and the fact that shotguns firing buckshot have a Rcl of only 1, so it's actually not too hard to hit with a reasonable number of shots.
To take an example: firing once, for an effective RoF of 9, gives a +2 to hit, so rolling exactly on what your skill was before the rapid-fire modifier (thus, rolling a margin of success 2 on adjusted skill) means hitting with three of the shots, which is a respectable amount of damage. Firing three times gives you +5 to hit, so the roll exactly on skill means you hit with six of the shots, which at 1d+1 a shot would make a serious mess of an unarmoured opponent. Also keep in mind the special rules on p.B409 for point blank shotgun attacks... Last edited by davidtmoore; 12-12-2009 at 06:19 PM. Reason: Adding an additional point about the rules quoted. |
12-12-2009, 06:26 PM | #5 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Explain Gurps shotgun rules
Example time!
I shoot at a bug eyed alien 10 yards away once with my Guns (Shotgun) skill of 12, rolling a 10. This gives me a RoF of 9 (from the 9 pellets in a 00 buckshot shell.) Thus, my effective skill is 12 + 2 (RoF) - 4 (range) =10. So I hit with one pellet for 1d+1 pi-. This only annoys the alien, and it snarls threateningly at me. Panicked because they're not running away, I unload a full 3 shots the next round. Thats a RoF of 3 x 9 = 27. So my effective skill is 12 + 5 (RoF) - 4 (range) = 13. I roll a 10 again, which is a margin of success of 3. Because I made it at all, I hit with one pellet. In addition I hit with MoS/Rcl extra shots, 3/1 = 3. So this time I hit with 4 pellets. This is enough to seriously **** off the alien, and it charges me. Whimpering, I unload my last three shots at it from 4 yards away. Because this is less that 10% of the 1/2D range, the pellets don't have time to spread and I halve the x 9 pellets (rounding down) to x 4 and multiply both my damage (1d+1) and the alien's DR (DR 1) by that amount, which gives me 4d+4 vs. DR 4. My effective skill is 12 + 0 (RoF is only 3) - 2 = 10. I roll 10 again, and only hit with one shell, doing 4d+4 to the alien, hopefully stopping it before it eats me as I'm out of ammo. |
12-12-2009, 11:15 PM | #6 |
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Re: Explain Gurps shotgun rules
Thanks guys, that clears it up :)
Gurps is easy enough, but sometimes there is somethings thats a bit unclear. |
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