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#1 |
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Join Date: Jul 2012
Location: The Dalles, OR
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So, I'm new to non fantasy gurps, and am going to be GMing a Mass Effect setting. I've never GMd a GURPS game (luckily the group is my wife, a co-worker and his wife, so no pressure) and can't for the LIFE of me find anything to explain the firearms piercing stat. I'm seeing things like pi-, pi++ ... the heck? I feel that I've read through the entire Basic Set just in search of this answer. So, feel free to link me to a page explaining this *in detail* or post an explanation. I will forever be in your debt.
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#2 |
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Join Date: Oct 2006
Location: Chagrin Falls
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How I think of it is just the size of the hole it makes.
Needlers, flechette, etc. Pi- regular rifle/pistol rounds Pi .50 cal BMG kind of stuff Pi+ Really exotic huge (20mm) stuff is Pi++ Anything bigger (spearheads) is impaling
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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#3 | |
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Join Date: Jul 2012
Location: The Dalles, OR
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Quote:
EDIT: Nvm, Didn't see the previous post at first. |
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#4 |
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Join Date: Aug 2004
Location: Salinas, CA
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B269 has the table explaining the abbreviations, and the text briefly explains the effects. B379 goes into details on the wounding modifiers of the various damage types.
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- Bob GMing D&D 5e, Shadowrun 5e; playing D&D 5e, M&M 2e |
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#5 | |
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Join Date: May 2005
Location: Oz
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Quote:
To summarise: an attack might have an Armour Divisor, and will have a Damage Type, besides the dice and adds to roll. Once you have rolled a successful hit:
Assuming that none of the complications having to do with large-area injury, armour divisors, hardened armour, or blunt-force trauma come into play, and ignoring for the moment interactions with split DR and with hit locations,
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 04-12-2013 at 04:54 PM. |
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#6 |
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Join Date: Apr 2005
Location: France
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Piercing damage has a history in GURPS.
In the third edition of the Basic Set, the term “piercing” just didn't exist. Guns made “normal” damage, that is, damage without any damage multiplier. A pistol, for instance, inflicted 2d+2 damage (roll 2d, add 2 to the total, subtract the DR, and that's all).Since there was no damage multiplier, exactly like for crushing weapons, the damage was noted with the “cr” abbreviation. The damage of the pistol above was written “2d+2 cr”.It was weird... And the GM was often obliged to answer players questions like “What? Guns do crushing damage? Like a mace? They don't do impaling damage like a spear? Isn't a gun supposed to make holes? And deep ones? Deeper than spears and rapiers, actually?”. “Yes!”, answered the poor GM. “Bullets do holes. But There is no damage multiplier, unlike spears or rapiers, because the amount of damage inflicted by the wound is already taken into account in the huge number of dice. It allows bullets to go through armors far much easily than spears or rapiers, exactly like they do in reality. Adding the impaling x 2 multiplier would be too much and using the impaling damage modifier with a reduced number of dice would also reduce this armor penetration power... Thus, the “cr” is just here to remember everyone that there is no damage multiplier. It doesn't really mean that it is crushing damage...” But that is not all... After that, High Tech was published out, and with High-Tech, different kind of bullets appeared. Little calibers... Huge calibers... Then, some bullets began to have damage multiplier (x 1.5, x 2), exactly as other weapons... How to write them down? “cut” and “imp”? It became more and more weird and confused more and more new players and GMs... The fourth edition decided to solve this problem by introducing a new term: “piercing”.
Just use these multipliers exactly as you do for crushing, cutting and impaling melee weapons. Don't forget the armor divisor too, as very well mentioned above by Brett. Some bullets are specifically designed to get through armor, so they divide it's DR. But they are not the only ones to do that. Fragmentation grenades, some ultra-tech melee weapons also divide the armor DR... This is not complicated.
Example: Last edited by Gollum; 04-12-2013 at 06:26 AM. |
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#7 |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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TL:DR?
Example: You shoot a guy, doing 3d of damage. You roll 5, 4 and 3, 5+4+3=12 He is wearing DR4 armor, 12-4=8. If your damage is pi-, halve it, becoming 4. If it is pi, it is 8. If it is pi+, multiply it by 1.5, becoming 12. If it is pi++, double it, becoming 16. |
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#8 |
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Join Date: Apr 2011
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This is a good time to mention that this confused the hell out of me when I first learned the system. Details on the various damage types are spread across Basic Set: Characters. I finally ended up writing my own cheat sheet to make sense of it and put it all into One Big Table.
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#9 |
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Join Date: Oct 2004
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The one main GURPS problem :)
Too splattered rules ... and too few tables :D
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4E books: Basic, Powers, Fantasy, Magic, Thaumatology, High Tech, Ultra-Tech, Martial Art, Supers, Space (SC only), Spaceships plus GCA and 66 of 3E books PDF: 4E as above plus Bio-Tech, DF and more |
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#10 | |
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Join Date: Aug 2004
Location: Saskatoon, SK
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Quote:
Now, it probably should be repeated in the tables in the back of Characters and on the screen, but that's another issue.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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| Tags |
| gurps 4th edition, piercing |
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