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Old 04-17-2013, 10:46 AM   #1
Captain Joy
 
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Default Re: Close quarters sniping

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Originally Posted by Ulzgoroth View Post
...Uh, how does that benefit long arms? Long arms have larger bulk penalties than pistols.
Ah, I stand corrected. I was thinking that Bulk penalties were much smaller than they actually are. Maybe something like a +1 Acc for every three full points of Bulk Penalty? That would allow longer pistols a +1 and longer long arms a +2.

Last edited by Captain Joy; 04-17-2013 at 01:31 PM. Reason: Spelling
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Old 04-17-2013, 01:08 PM   #2
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Default Re: Close quarters sniping

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Originally Posted by Captain Joy View Post
Ah, I stand corrected. I was thinking that Bulk penalties were much small than they actually are. Maybe something like a +1 Acc for every three full points of Bulk Penalty? That would allow longer pistols a +1 and longer long arms a +2.
I think I follow what you're saying. For example, an Acc 5, Bulk -6 rifle would Aim for +5, but +3 of that would only go to counter the Range penalty. Against targets closer than 7 yards they would max out at a net +2.

I'd probably base it on a fraction of Acc rather than on Bulk. 1/3 Acc, rounded down, feels about right, though even that could get problematic when using lasers or similar high-Acc beam weapons. Hmm... perhaps Bulk is the right way to do it... or maybe a flat +1 for pistols, +2 for longarms.
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Old 04-16-2013, 05:00 PM   #3
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Default Re: Close quarters sniping

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Originally Posted by jtsmith1287 View Post
So, in GURPS I can't seem to find any rules about firing a weapon with a scope in close quarters.
So, is there a firing from the hip rule,
Oh, and when I say close quarters, I don't actually mean "C" close. Just... like 1-5 yards close.
You would really like Tactical Shooting. It details firing from the hip for pistols and longarms. It also covers snap shooting longarms at short range without aiming. GURPS Tactical Shooting, pages 12-13.
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Old 04-16-2013, 08:12 PM   #4
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Default Re: Close quarters sniping

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Originally Posted by jacobmuller View Post
GURPS Tactical Shooting, pages 12-13.
Ok, so being as I am only interested in this one rule, and the book is $13... any chance you could paraphrase the rule enough for me to implement into my campaign? Pretty please with lots of curdled cream and chunky sugar on bottom?
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Old 04-17-2013, 10:22 AM   #5
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Default Re: Close quarters sniping

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Originally Posted by jtsmith1287 View Post
Ok, so being as I am only interested in this one rule, and the book is $13... any chance you could paraphrase the rule enough for me to implement into my campaign? Pretty please with lots of curdled cream and chunky sugar on bottom?
I think Ulzgoroth covered it, ie you get no bonuses for Acc or sight aids (except "laser dots").
Edit if you want to enhance your games shooting realism, it's really, really worth the $13... you can download a preview.
If you want to enhance your cinematic shooting you'll want Gun-fu.
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Last edited by jacobmuller; 04-17-2013 at 01:53 PM.
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Old 04-17-2013, 11:05 AM   #6
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Default Re: Close quarters sniping

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Originally Posted by jacobmuller View Post
I think Ulzgoroth covered it, ie you get no bonuses for Acc or sight aids (except "laser dots").
Hip shooting has some other rules given beyond being limited to unsighted shooting only, which actually make it useful in certain cases. It's advantageous in very close combat or when using guns that you're not strong enough to handle normally.

(And you can of course choose to use unsighted shooting with a shouldered longarm or a pistol in a regular shooting stance.)

I highly recommend picking up TS if you're interested in things like this, because it really revamps the principles of shooting combat significantly.
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Originally Posted by Captain Joy View Post
Ah, I stand corrected. I was thinking that Bulk penalties were much small than they actually are. Maybe something like a +1 Acc for every three full points of Bulk Penalty? That would allow longer pistols a +1 and longer long arms a +2.
I have no idea what you're proposing to apply those modifiers to.
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Last edited by Ulzgoroth; 04-17-2013 at 11:08 AM.
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Old 04-17-2013, 12:45 PM   #7
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Default Re: Close quarters sniping

Honestly we wouldn't both to look up a rule. We'd hand wave that situation, since there are no non-shooters in our group.

Also, a character with no ammo left in their pistol and an enemy within 5 yards is going to be in a lot of trouble. There's not a chance they had the rifle already in hand when they ran out of ammo on their pistol, and they've got at least one round of ready action to bring a rifle from slung to firing position. Unless the enemy is otherwise engaged, this is going to be a hand to hand encounter.
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