02-10-2011, 09:39 PM | #41 | |
Join Date: Mar 2006
Location: Iceland*
|
Re: GURPS Tactical Shooting
Quote:
Because if you only reload in three seconds and/or cannot reload with such alacrity except under carefully controlled circumstances, you don't need any check to do that and the theoretical possibility of a penalty for using the off-hand is moot. My personal opinion is that the real world actions represented by the sub-1 second Fast-Draw (Pistol) or the 1-second drop magazine > Fast-Draw (Ammo) > drop magazine into the magazine well are so rarely demonstrated that it is perfectly realistic to make it very hard to perform under combat conditions. Requiring an extra Off-Hand Weapon Training Perk or a high enough Fast-Draw (Ammo) roll to make it reliable even at the penalty is just fine with me. Doing it on the IPSC range is at a positive TDM compared to the battlefield anyway, so the -4 penalty is less important.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
02-10-2011, 09:45 PM | #42 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: GURPS Tactical Shooting
Quote:
I'd say I got it down to 2-3 seconds, usually, if the top of my mag pouch was folded back so I didn't have to pop that open too. Why would it be 1 second? Dropping the mag is one Ready, FD(ammo) eliminates the second for drawing the mag, then you have two more Ready actions to insert the mag and hit the bolt release which can be dropped to 1 sec with Familiarity with the weapon. IME the way it goes is you drop the mag with your right hand while drawing the new one with your left, insert, then ready, but whatever. For me the FD(ammo) is training to pull the new mag (quickly) with one hand while dropping the old mag with the other. Last edited by Crakkerjakk; 02-10-2011 at 09:53 PM. |
|
02-10-2011, 09:58 PM | #43 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
|
Re: GURPS Tactical Shooting
Quote:
I'll have to finish the book before I make my final verdict, but I must say, I'm enjoying it immensely so far. So much good stuff in here; such a meaty book.
__________________
My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
|
02-10-2011, 09:59 PM | #44 | |
Join Date: Mar 2006
Location: Iceland*
|
Re: GURPS Tactical Shooting
Quote:
In that case, looks like it should be two seconds for a trained operator with Fast-Draw (Ammo). On the other hand, I stand by the assertion that doing this while walking, Dodging, maintaining Situational Awareness or any other thing that an unmodified Ready allows you to do ought to be very hard. I think that a 'normal' Fast-Draw (Ammo) is actually an All-Out (Determined) Ready for a +4 to a DX-based task. But I also note that the off-hand for any given task is whichever hand you did not originally train the task with. If your character learned to write with his right hand (because he grew up during times when teachers enforced that for everyone), but pitch with his left, that's not worth a Perk. It's just a feature, or possibly worth a Quirk if you figure out to work in a roleplaying element. In the same way, being trained to Fast-Draw (Ammo) with your left is perfectly valid and would mean that you performed it with full skill when using the left hand, but -4 when using the right, because that is not the way you trained to do it. This would apply even if the character was otherwise right-handed.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
02-10-2011, 10:07 PM | #45 | ||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: GURPS Tactical Shooting
Quote:
Quote:
|
||
02-10-2011, 10:11 PM | #46 | |
Join Date: Mar 2006
Location: Iceland*
|
Re: GURPS Tactical Shooting
Quote:
I'd have Fast-Draw be an Unusual Training Style Perk, which bought access to it at DX-level and allowed the raising of a special technique for drawing weapons.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
02-10-2011, 11:16 PM | #47 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: GURPS Tactical Shooting
I think it's unlikely that it will go PoD before it's predecessor Gun-Fu does. Gun-Fu is sitting at 519 right now, and I don't think there's been a lot of movement on it in awhile.
|
02-11-2011, 01:10 AM | #48 | |||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
|
Re: GURPS Tactical Shooting
I have a question.
Quote:
Except Move and Attack isn't the only way to move and fire a weapon. You are allowed to make an All-Out Attack and fire a weapon (either "Determined" aka "a sighted shot" or "Suppression Fire"). This isn't controversial either. However, under All-Out Attack: Quote:
Quote:
Tactical Shooting seems, from my reading, to assume that AoAs with a gun will be made standing still, but as I understand the rules, that's not so. In fact, you could probably simulate the "shuffle step" pretty nicely with an AoA determined: Sighting down at the target while moving in a deliberate but quick fashion that gives no penalties to shooting at the cost of being able to dodge, and yet Hans doesn't discuss this. Am I missing something? I've hunted over the errata on this and the FAQ and found nothing. Is it intentional that one can make an AoA to move and fire without suffering bulk penalties, or is it the intention that the ability to move and attack during an AoA is limited only to melee attacks and this is errata?
__________________
My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
|||
02-11-2011, 01:56 AM | #49 |
Never Been Pretty
Join Date: Jan 2005
|
Re: GURPS Tactical Shooting
When you Move and Attack you can still dodge and block and you have your full move, though slower while shuffle stepping. When you AoA, you have no active defense and only half move. So I'd say it's intentional, at least in the Basic Set. I don't have TS yet.
Move and Attack, even with shuffle step, is more defensive than AoA. Perhaps that's why you get the bulk penalty. |
02-11-2011, 04:42 AM | #50 | ||
Join Date: Oct 2004
Location: Berlin, Germany
|
Re: GURPS Tactical Shooting
Quote:
Quote:
The specific situation I was thinking about is that you're shooting the weapon from the off-hand position (frex, while Shooting around Cover, see Tactical Shooting, p. 28). When you then have to reload, your hands are reversed, and the penalties from p. B14 apply. Cheers HANS
__________________
I blog at Shooting Dice. |
||
Tags |
melee, tactical shooting |
|
|