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Old 02-11-2011, 07:37 AM   #51
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Default Re: GURPS Tactical Shooting

One of the first things I did on purchasing Tactical Shooting was to work out what perks Parker & Longabaugh had in The Way of the Gun. That's before I got to the Movie Bibliography where they were listed already...

I take it that Parker removing the mag from his M1911 clone with his teeth is classified as a "one-handed drill"? Related - can anyone tell me if there is a perk for "Dentist on Call?"
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Old 02-11-2011, 08:03 AM   #52
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Default Re: GURPS Tactical Shooting

First of all, I'd like to say thank you to Hans for writing this book, I love being able to put even more detail into my combats. I definitely see it as being one of the GURPS books I come back to time and time again for reference.

I do have a few questions however. What situations is Guns Sport used in, and in what situations would Guns Sport suffer the -3 penalty for defaulting to Guns?

Also, the style description mentions that stylists are taught to disregard cover. Is this meant to be represented by the lack of the Barricade Tactics perk in the Practical Sports Shooting Style?

Please provide a page number if I've overlooked something blatantly obvious, thanks!
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Old 02-11-2011, 08:41 AM   #53
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Default Re: GURPS Tactical Shooting

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Originally Posted by Mailanka View Post

Tactical Shooting seems, from my reading, to assume that AoAs with a gun will be made standing still
I don't really think that it does. It has little to say on the matter of movement during an AoA, though. It offers optional rules, not all the rules – where it doesn't say something different, the Basic Set rules hold as always.

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Is it intentional that one can make an AoA to move and fire without suffering bulk penalties
Yes. As far as I can tell, there's no statement in Tactical Shooting that you can't do this. What those rules do say is that you will quite often use AoA after an Aim while braced on something, and of course then you can't be running around.
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Old 02-11-2011, 08:48 AM   #54
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Default Re: GURPS Tactical Shooting

Sports Shooting would be IPSC shooting or similar - "fake" tactical shooting effectively. Some of the skills translate to actual combat but with the penalties of not seeking cover for reloads and so forth.
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Old 02-11-2011, 09:03 AM   #55
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Default Re: GURPS Tactical Shooting

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I do have a few questions however. What situations is Guns Sport used in, and in what situations would Guns Sport suffer the -3 penalty for defaulting to Guns?
Guns Sport is the required skill for competition shooting. It covers not just shooting at your target, but doing so in a way that obeys all of the rules and restrictions, and makes the judges happy. You'd roll against Guns Sport (or Guns-3) when rolling to see if you win (or place well) in such a competition. (If it helps, think of Guns (Sports) as "the skill of earning points in a shooting competition" instead of as a shooting skill per se. That's an oversimplification, of course, but a reasonable one.)

Quote:
Also, the style description mentions that stylists are taught to disregard cover. Is this meant to be represented by the lack of the Barricade Tactics perk in the Practical Sports Shooting Style?
Yes, but it's also flavor. A large part of a style description is explaining the mindset and tactical approach that a stylist will have -- beyond simply covering the components of a style. In this case, it's explaining that a PSS stylist doesn't instinctively tend to go for cover when shooting, because he's not used to people firing back at him. So if your character only has Guns (Sport) and is a PSS stylist, it's a roleplaying suggestion for you.
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Old 02-11-2011, 09:06 AM   #56
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Default Re: GURPS Tactical Shooting

We got a ruling on that whole One Eye night vision, but -3 to all ranged attacks thing? Or should I specifically PM Hans?
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Old 02-11-2011, 09:22 AM   #57
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Default Re: GURPS Tactical Shooting

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We got a ruling on that whole One Eye night vision, but -3 to all ranged attacks thing? Or should I specifically PM Hans?
The rule is that it's -3 to all ranged attacks . . . unless you Aim first. As Kromm said, unless a rule is very clearly stated as a change to the Basic Set (or an optional rule), it's intended to be taken in the context of existing rules. While Tactical Shooting does try to include as much detail as possible, it can't include the entire text of the Basic Set. :)
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Old 02-11-2011, 09:35 AM   #58
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Default Re: GURPS Tactical Shooting

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Originally Posted by Kromm View Post
I don't really think that it does. It has little to say on the matter of movement during an AoA, though. It offers optional rules, not all the rules – where it doesn't say something different, the Basic Set rules hold as always.

Yes. As far as I can tell, there's no statement in Tactical Shooting that you can't do this. What those rules do say is that you will quite often use AoA after an Aim while braced on something, and of course then you can't be running around.
Awesome. Thanks for the reply.
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Old 02-11-2011, 10:14 AM   #59
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Default Re: GURPS Tactical Shooting

I'm not a gun-nut by any means, and neither am I a current GURPS player, but I am curious to know if there's general non-system-specific (or at least easily translatable) prose enough in this PDF for me to get a good sense of how realistic gun combat should generally work. Is that the case?

I'm looking more for descriptive stuff (e.g. the "movie myths", psychology of combat, etc) than rule-specific stuff. What's the relative proportions of the two in the book?
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Old 02-11-2011, 10:16 AM   #60
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Default Re: GURPS Tactical Shooting

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Originally Posted by Malenfant View Post
I'm not a gun-nut by any means, and neither am I a current GURPS player, but I am curious to know if there's general non-system-specific (or at least easily translatable) prose enough in this PDF for me to get a good sense of how realistic gun combat should generally work. Is that the case?

I'm looking more for descriptive stuff (e.g. the "movie myths", psychology of combat, etc) than rule-specific stuff. What's the relative proportions of the two in the book?
About 1/3 combat description to 2/3s character traits and gear, by page count.

Though even the character traits and gear goes into substantial detail on how real-world people train on real-world things, so I'd say another half of the GURPS-specific portions would still be usefull to you. Total 2/3 of the book useful to non-GURPS people, I guess?
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