01-23-2013, 04:01 AM | #1 | |
Never Been Pretty
Join Date: Jan 2005
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Boy Scouts and the Rifle Shooting Merit Badge
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* Shoot 15 shots (modified skill of 16+) * from 50 feet (-8) * on a target covered by a quarter (-12) Talking about boy scouts, I wouldn't expect a skill higher than 10-11. Working with a skill of 10, I would have to find a total bonus of +26. Acc doesn't seem to be higher than +5 on these types of weapons and the rest of the text doesn't seem to expect the need of optics. Aiming for more than a second gives another +2, braced +1. That gives a combat bonus of +8 and would require a non-combat bonus of +18. Even with the best optics, the non-combat bonus would have to be +13, which still seems to be too high. So, what am I missing? |
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01-23-2013, 04:37 AM | #2 |
Join Date: May 2010
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Re: Boy Scouts and the Rifle Shooting Merit Badge
All-Out Attack is +1 to effective skill. Non-combat situations is +4 to skill. There's also precision aiming.
But I wonder if part of the problem is that this task is something GURPS doesn't actually have rules for. This description doesn't say anything about, say, hitting the bullseye on a paper target. You just have to hit a spot, any spot, and then hit that spot two more times, whatever that spot was. Minimal aiming required, just a matter of being able to keep the gun steady across three shots. |
01-23-2013, 04:46 AM | #3 |
Join Date: Oct 2007
Location: Vermont
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Re: Boy Scouts and the Rifle Shooting Merit Badge
Yep, it's not hitting a target the size of a quarter, it's basically hitting with all three shots with a ROF ~3 gun. The only difference is that all three shots can take more than a second.
The Armalite AR 7 .22 from High Tech has ROF 3 and Recoil 4. So shooting in a single burst, you would hit with all three bullets if you succeed by 8 (even if you were aiming at a quarter). I would assume that doing a similar trick with all the time in the world between shots should be significantly easier.
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My ongoing thread of GURPS versions of DC Comics characters. |
01-23-2013, 04:49 AM | #4 | |
Join Date: Aug 2004
Location: Reykjavik, Iceland
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Re: Boy Scouts and the Rifle Shooting Merit Badge
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Lets say we have Johnny Scout 14 year old going for his badge. He has trained well so his skill is 12. His bolt action rim-fire rifle is accurate, acc 5. He knows the area and is used to shoot there. So Skill 12 + 5 acc +2 extra aim + 1 braced + 1 all out and +5 for situation and familiarity (non combat shooting & knows the area). 9 + 5 for situation (I recall if max aiming bonus can only be x2 skill so he maxes out in 24) or 14. Effective skill 24 - 6 range and -7 for target size total -13. If his skill is base 13 he would go up to 26 -13 = 13 and so on or up to his GM granted non combat bonus that can range from 1-10.
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In the Griffin World I play Agriana Trotter, here is the GURPS crunch. Darth Vader "Luke! I am your fathers second cousins sisters best friends brother!" Luke Skywalker "Nooo... eehh What?!" |
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01-23-2013, 04:52 AM | #5 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Boy Scouts and the Rifle Shooting Merit Badge
Tactical Shooting has rules that make more sense of this, on p9. Those Boy Scouts would be at about +7 from the combination of non-combat bonuses there. +5 Acc, +1 Braced, +2 Aiming, and you're at +15. Given Michael Thayne's explanation of the groups, you're there.
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01-23-2013, 04:55 AM | #6 |
Join Date: May 2012
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Re: Boy Scouts and the Rifle Shooting Merit Badge
In tactical shooting I beleive it is called a plinking bonus which is very helpful for these types of shots.
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01-23-2013, 05:43 AM | #7 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: Boy Scouts and the Rifle Shooting Merit Badge
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01-23-2013, 06:56 AM | #8 | ||||
Never Been Pretty
Join Date: Jan 2005
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Re: Boy Scouts and the Rifle Shooting Merit Badge
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I am well aware that this isn't combat shooting, which is why I was looking for non-combat bonuses to make this possible. Having a scout with skill 12 seems high. There is a limit on the combined bonus from targeting systems not being higher than the weapon's base Acc, but I cannot recall a limit compared to skill. Assuming -7 size penalty is enough, we would have something like: 10 skill + 5 acc + 2 extra aim + 1 braced + 1 all out attack + 7 non combat bonuses - 6 range - 7 size = 13. Much closer now. With a skill of 11 he might actually succeed. And with a skill of 12, I think he would succeed. Quote:
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01-23-2013, 07:25 AM | #9 |
Join Date: Jul 2007
Location: One Mile Up
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Re: Boy Scouts and the Rifle Shooting Merit Badge
I'm okay with that. I personally spent about 10-15 hours total at the range from the moment that I first picked up a rifle to the moment at which I qualified for Riflery Merit Badge, after never previously handling any sort of gun in my life.
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01-23-2013, 08:28 AM | #10 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Boy Scouts and the Rifle Shooting Merit Badge
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But I'd say that this point, among a host of other real-world data points, is why the Dabbler Perk really needs to be extended to include other skills than IQ-based ones. By RAW, you can't have Dabbler in Guns or anything else DX-based, Per-based or HT-based. So, no characters who used to be Scouts, but either never took it very seriously or have let their skills lapse to the point that they only rate a slight bonus over default to their Knot-Tying, Survival or Hiking skills.
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