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#1 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
Reading Gun Fu, the Army of One Perk seems to be waaaay too useful. It basically increases a person firepower twofold, and seems to be very good for Gunslingers due to the full Acc with one-handed weapons. More importantly, it doesn't compare with Mêlée, where being able to wield a two-hander requires lots of extra ST. Opinions? Thanks in advance! |
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#2 |
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Join Date: Dec 2007
Location: Zagreb,Croatia
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All I can say is:
Rambo : First Blood Rambo : First Blood II Rambo III Rambo ;))) |
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#3 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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I don't think I would consider a two-handed weapon wielded one-handed via Army of One as a genuinely one-handed weapon. A rifle is a rifle is a rifle, even if you have a perk that lets you wield it with one hand. You can't start whipping it around like a pistol just because you took Army of One.
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#4 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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I don't have Gun Fu, but don't the rules already cover wielding two-handed weapons one handed? You just need ridiculous levels of ST and the huge weapons perk to make it practical with most of them.
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#5 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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The Army Of One perk allows to ditch this rule, and just wield it one-handed instead. MinST stays the same, but the special daggers are effectively removed.
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#6 |
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Join Date: May 2009
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Does the word "Cinematic" clear things up for you? How about "intentionally over-the-top"?
</sarc> In all seriousness, the idea of Gun Fu being "balanced" relative to the bulk of the rest of GURPS just doesn't compute for me. It's supposed to be "wahoo!" crazy stuff. If "it" doesn't fit whatever campaign you're planning, don't use "it", for any value of "it" found in any official published GURPS material. The GM is always assumed to be a factor (and an actor) in balancing the game. |
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#7 | |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Quote:
I can see that having a nasty synergy with off-hand weapon training and dual-weapon attack. Especially when the character has a couple of light machine guns. It's also a lot cheaper than buying two weapon mounts, which would be the usual way of being able to handle two double-handed weapons. A more balanced version might be something like 'you can use a two handed firearm in one hand if you meet it's minimum ST requirements, but it becomes unready after you attack with it, unless you have at least 1.5 times the listed ST'. That lets ST 15-17 big guys handle shotguns, SMGs and rifles one handed without penalty, but restricts the more ridiculous dual wielding to those with ST 20+. |
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#8 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Note that this applies to the weapon's basic hands requirement, before special perks or whatever. A heavy weapon with a † (two-handed) mark on ST still counts as a two-handed weapon for Acc purposes. Also, automatic fire never gets full Acc – that's for single shots – so the best candidates for this perk, which are LMGs and GPMGs, aren't especially useful here. Nearly all such weapons have a ! note on RoF, which means that they can't fire single shots.
This isn't, in fact, important at all. In melee combat, you're providing the damage yourself, with your own ST. In firearms combat, the gun is providing it. Put 5 points in High TL and get a future weapon, or just bring a big satchel explosive, and you can get as much damage as you want, really. The fact is, GURPS makes huge firearms damage more a $ and LC thing than a points thing; if you can afford the weapon, and the GM isn't restricting you to LC2+ guns, then ST doesn't hold you back much.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
Am I conceiving it wrong? Pull out M60 with one hand, Aim, then let loose at RoF10, and I get skill plus Acc plus RoF bonuses, less applicable penalties... The second turn, you've disrupted your aim, so I lose Acc, but all else still applies. No?
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#10 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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It's part of the special rules for gunslinger, not the general rules for aimed fire.
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| Tags |
| army of one, balance, gun fu, overpowered, perks |
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