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#21 | |
Join Date: Aug 2019
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit Last edited by MrFix; 11-18-2021 at 09:42 PM. |
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#22 | |
Join Date: Jun 2013
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Honestly, the more I think about it, the more I think just letting gate-loaded weapons be reloaded "too fast" would be better all around. So, one second per round with Fast-Draw, one second for two rounds with Double-Loading, free action per round (but suffer mounting penalties on further reloads within the same second) with Fast-Draw + Quick Reload, and possibly even a free action per two rounds with Double-Loading + Quick Reload. That's absolutely not RAW or RAI, but I don't think it would really break anything.
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#23 | |
Join Date: Aug 2019
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I suppose that is final and can be put to rest. Big thanks to S. A. Fisher for quickest response and being a great help.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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#24 |
Join Date: Feb 2008
Location: The Athens of America
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Yes!
Shotguns as a weapon vs hunting are IME not often planned for an 'in-combat' reload. Plans would be: 1- all tangos are dead, reload at leisure. 2- 'drop' (to end of patrol sling) and fast draw pistol/backup weapon of choice. 3- duck behind hard cover (i.e. out of combat) reload quickly while your friends earn their princely salaries. 4- throw a grenade first, then use shotgun. 5- call in an airstrike, if necessary repeat. 6- reconsider career plans.
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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Tags |
high tech, reload, shotgun, shotguns, tactical shooting |
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