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Old 02-10-2011, 03:24 PM   #21
Ulzgoroth
 
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Default Re: GURPS Tactical Shooting

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Originally Posted by DouglasCole View Post
can you amplify on what's confusing? It seems to me that you take at minimum the four single Step and Wait maneuvers depicted in Figure 4, p23. If you see someone as revealed by your step (plain sight) or something they do reveals themselves around a corner (you make a skill roll or win a Contest depending on what's going on) you may convert the Wait into an attack. If they do something first, like step out, they trigger your Wait, etc.
I don't read it as particularly indicating the use of a novel maneuver. But what it does say is that if neither party chooses to Wait, there can be a Quick Contest to determine who acts first. Given that neither party is waiting, I don't see what that could mean during a turn sequence. What happens if the person whose turn it isn't wins that contest?

EDIT: Actually, on further thought, I'm not sure what the roll does if the active character makes it/wins the contest, either.
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Originally Posted by sir_pudding View Post
Probably that there isn't technically any such maneuver (but there ought to be).
Erm, no, since the book doesn't really do anything to suggest Wait maneuvers on the attacker's part, at least to me.

I wouldn't have blinked if I thought it did use Step and Wait. It should be allowed, though if RAW starts using it it ought to be official first.
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Last edited by Ulzgoroth; 02-10-2011 at 04:02 PM.
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Old 02-10-2011, 03:53 PM   #22
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Default Re: GURPS Tactical Shooting

Hrm, pg. 18, under Adaptation Time. How does using one eye give you -3 to all ranged attacks when you only look down sights with one eye anyways? I'm thinking I'm only going to have One Eye give you a penalty to non-Aimed shots, with a further penalty if your one eye is on your weak side in my games.
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Old 02-10-2011, 04:57 PM   #23
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Default Re: GURPS Tactical Shooting

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Hrm, pg. 18, under Adaptation Time. How does using one eye give you -3 to all ranged attacks when you only look down sights with one eye anyways? I'm thinking I'm only going to have One Eye give you a penalty to non-Aimed shots, with a further penalty if your one eye is on your weak side in my games.
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Originally Posted by Basic Set Page 147, One Eye
You suffer -1 to DX in combat and on any task involving hand-eye coordination, and -3 on ranged attacks (unless you Aim first)
Emphasis mine :)

So yeah. The only house rule you're making there is "weak side".
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Old 02-10-2011, 05:03 PM   #24
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Default Re: GURPS Tactical Shooting

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Emphasis mine :)

So yeah. The only house rule you're making there is "weak side".
Since Tactical Shooting says "-3 for all ranged attacks" but specifically mentions the One Eye disad, think I should put in an Errata?
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Old 02-10-2011, 05:05 PM   #25
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Default Re: GURPS Tactical Shooting

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Emphasis mine :)

So yeah. The only house rule you're making there is "weak side".
It shouldn't apply to Sighted Shots either, just Unsighted Shots.
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Old 02-10-2011, 05:05 PM   #26
DouglasCole
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Default Re: GURPS Tactical Shooting

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Originally Posted by Crakkerjakk View Post
Since Tactical Shooting says "-3 for all ranged attacks" but specifically mentions the One Eye disad, think I should put in an Errata?
I'd wait for Hans to chime in and see if it's intentional; something that supersedes an existing rule in favor of something else is only errata if it's actually a mistake. There are plenty of examples (like the modified Hiking rules in HT) where something's there deliberately that is in conflict with other works, even Basic.
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Old 02-10-2011, 05:11 PM   #27
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Default Re: GURPS Tactical Shooting

Given the choice, I prefer reading from dead trees. What are the chances of a printed version?
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Old 02-10-2011, 05:12 PM   #28
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Default Re: GURPS Tactical Shooting

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Given the choice, I prefer reading from dead trees. What are the chances of a printed version?
Buy 1000 of them, and you increase the odds greatly.
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Old 02-10-2011, 05:19 PM   #29
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Default Re: GURPS Tactical Shooting

It's weird that Concealed Carry Permit, Early Adopter and Supplier are Style Perks (and no I didn't notice this in the playtest, because that was before I really started to think about limited perk slots). Why shouldn't you be able to get those three with general perk slots?
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Old 02-10-2011, 05:31 PM   #30
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Default Re: GURPS Tactical Shooting

Off-Hand Weapon Training (Fast Draw (Ammo))

This is explicitly mentioned on page 39, but seems to be nonexistent in styles (except possibly Assaulter, due to use of (any)).

If Fast-Draw (Ammo) is normally at -4 when drawing ammo with the off hand, it seems like this perk would be almost mandatory for anyone using the skill with modern magazine weapons.
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