12-04-2022, 03:16 PM | #11 |
Join Date: Jun 2013
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Re: [MA] How to reduce the time needed to re-whip?
As noted, Fast-Draw could be an option; that would let you instantly reready a two-yard whip (which normally takes one Ready), or only need a single Ready for a three-yard or longer whip (which normally take two Readies). Tactical Shooting has a Perk, Quick Reload, that for purposes of reloading a weapon makes Fast-Draw (Ammo) even more effective, shaving off 25% of the time time to reload (minimum 1 second) on top of any reduction gained from a successful Fast-Draw (Ammo) roll. Using this as precedent, a Quick Whip (or whatever you want to call it) Perk could shave off an additional second for rereadying a whip, making three-yard and longer whips instantly ready with a successful Fast-Draw (in fact, keeping in mind the Multiple Fast-Draw rules from Martial Arts, you could actually Rapid Strike with a whip, using Fast-Draw between attacks (at mounting penalties).
Of course, adapting Quick Reload to bows would render the Quick-Shooting Bows rule from Martial Arts largely moot (anyone who wants to use Quick-Shooting Bows likely already has good enough Fast-Draw skill to reliably shave off the first second, so using Quick Reload to simply eliminate time to reload would be preferable to taking a penalty to attack), so it may be more appropriate to use those rules for a whip as well. That would mean you can roll against Whip at -6 to Ready your whip instantly (after a Fast-Draw to reduce the time to one second), then make your attack at -6. Weapon Master (Whip) would of course reduce each to -3. Some equivalent of Heroic Archer for whips could reduce this to -1. Consider the following: You Must Be... [20]: You are a master of using whips and similar weapons (this also applies to the use of kusari-type weapons). Penalties for Rapid Strikes, Fast-Whipping (above), and similar are halved. All whips - even improvised ones - are treated as having at worst an Armor Divisor of (1); further, you can use the Crack Technique with improvised whips, even in campaigns where this isn't normally an option. Finally, you may treat your whip as though it were a melee weapon or a Ranged weapon with Bulk equal to its current Reach, whichever is more beneficial at the moment (and you can buy up the Close-Quarters Battle Technique to reduce the Move and Attack penalty when treating it as a Ranged weapon).
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cinematic techniques, combat, fast draw, martial art, whip |
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