08-31-2011, 03:49 PM | #1 |
Join Date: Jun 2010
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Firearms combat?
Can some people walk me through some examples?
How does cover work? What happens if you miss a called shot but still make the number for a generic hit? Any tips for helping speed up gun combat? |
08-31-2011, 04:05 PM | #2 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Firearms combat?
In general, it limits your targets. For example, if a subject is hiding behind cover with only his head and one hand sticking out, you have to attack either the face (-5) or hand (-4). Or you can just attack at no penalty and roll random hit location -- but unless you happen to roll face or that hand, you hit the cover.
There's a little more to it than that, but if you just understand and remember the above, you'll do fine. Tactical Shooting has far more details on using cover, but that may be overwhelming for you at first. Quote:
Note that a few hit locations in Martial Arts have a note like "missing by 1 hits the torso," which changes this slightly, but the principle remains the same -- if you miss by 1, you hit the torso, if you miss by 2+, you just miss. Quote:
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08-31-2011, 05:13 PM | #3 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Firearms combat?
Seek out the mook you must. Examples he will provide.
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08-31-2011, 06:37 PM | #4 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Firearms combat?
I believe Vicky is directing you here
The examples, links at left of screen, are really good
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08-31-2011, 09:47 PM | #5 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Firearms combat?
As a player, I find it useful to make a table with the ranges from the Speed/Range table, and my adjusted chance to hit before Aiming (no Acc bonus) and after Aiming (inc Acc bonus). For a skill-16 character with an Acc 2 weapon, this would look like:
2yds 16 18 3yds 15 17 5yds 14 16 etc. For a GM, with sufficient prep time, you could extend the table for multiple NPCs, something like range Alice(SMG) Bob(Pistol) Charlene(Rifle) 2yds 16/19 18/20 15/21 3yds 15/18 17/19 14/20 5yds 14/17 16/18 13/19 etc.
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08-31-2011, 09:48 PM | #6 |
Join Date: Aug 2004
Location: Los Angeles
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Re: Firearms combat?
If you mouse over the Example Number in the left navigation bar, the pop up will tell you what the example covers ... the three that have firearms at the moment are:
Ranged Two: Sniper Rifle, .338/Normal Clothing VS. Unarmed/Tactical Vest w/ Trauma Plates Ranged Three: Revolver, .44M/Ballistic Vest VS. PDW, 4.6mm/Normal Clothing Ranged Four: Sniper Rifle, .338 (APHC)/Normal Clothing VS. Unarmed/Tactical Vest w/ Trauma Plates Hope they help a bit!
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08-31-2011, 10:01 PM | #7 |
Join Date: Nov 2009
Location: Oregon
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Re: Firearms combat?
I've got a question about your Sniper example. You state that the Acc bonus for the scope only applies after equal seconds of Aim. I thought that a scope provided +1 per second of Aim, up to its rating. So if you have Acc 6+3, you get (1s) +6 for Acc, +1 for scope, (2s) +1 for Aim, +1 for scope, (3s) +1 for Aim, +1 for scope (the maximum). Am I wrong on that? Am I remembering a house rule instead of the RAW?
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08-31-2011, 10:28 PM | #8 | |
Join Date: Aug 2011
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Re: Firearms combat?
Quote:
Fixed power scopes offer their full bonus after an equal number of aiming rounds, but no bonus for anything less. |
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09-01-2011, 01:09 PM | #9 |
Join Date: Aug 2004
Location: Los Angeles
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Re: Firearms combat?
We discussed scopes a bit when I was writing up that example, the consensus seemed to be that they work the way it's currently written.
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09-01-2011, 05:02 PM | #10 | |
Join Date: Aug 2011
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Re: Firearms combat?
Quote:
One day I tried to figure out a houserule to condense the different options for called shots (or lack thereof) into a normal roll, having the called body part occupy the highest chunks of that big ol' fat bell curve (e.g. 10-11) and the rest of hit locations shift appropriately. Needless to say I stopped trying pretty fast :'< |
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