|First interesting image result for|
"Ranged Weapons." The rules for
guns, bows, thrown weapons, and many
missile spells are similar in GURPS.
First off, to get some grasp of ranged weapon combat, I recommend reading this simple but verbose example of two people standing out in the open and shooting at each other. Read the other 3 examples of ranged combat while you are at it (this one is "example 3," but it feels like the most "typical" and "vanilla" of the examples.) With most of what actually matters explained in detail, I'll break it down further in a more generic way, component by component.
For the sake of this post, let's use the attributes of one gun from the Lite version of GURPS.
|6||Auto Pistol, 9mm||2d+2 pi||2||150/1,850||2.4/0.4||3||8+1(3)||9||$350|
- The amount of ammunition that can be loaded at once. This is the first number in the shots statistic. If you notice, the example has "8+1" which means a full load is 8 bullets, but in addition, one can be in the chamber.
- The parenthetical number is the seconds it takes to reload the gun. If the number is followed by an "i" that is the time it takes to reload each round, which makes sense for some guns, like double barreled shotguns or revolvers, where you might only care about loading one or as many shots as you can get while behind cover in the middle of a battle, and you don't have the time to load the entire thing.
Rate of Fire and Recoil
- If we roll more than 15, we definitely miss, just like any other weapon.
- If we roll 14 to 15, we hit with one bullet (1 + MoS/2, 2 being the Rcl on the gun, rounds down to a minimum of 1)
- If we roll 12 or 13, we hit with two bullets (1 + MoS/2 rounds down to 2)
- If we roll a 11 or less, we hit with three bullets (1 + MoS/2 rounds down to a maximum of 3, our RoF)
- If the target rolls more than 12, all three shots hit.
- If the target rolls 12, one shot is dodged
- If the target rolls 11, two shots are dodged
- If the target rolls 10 or less, all shots are dodged.