Holmes, Erik wrote:
So a few questions came up about ranged combat in my last game and it's
been a while since I've run a game using automatic weapons, I was hoping
that someone on the list could help refresh my memory on the subject.

Let's say you are shooting an AK-47. The basic books lists it as having
a Rcl of -1 and it can fire 10 shots a round. Am I correct in saying
that this would require the shots to be divided into 3 groups, (say 4,
3, and 3 shots), each requiring a separate skill roll. The first roll
would be at -1 (the Rcl of the AK-47). The Second group would be at +5
(-2 for Rcl, +7 for the Acc). The Third group would also be at +5 (-3
for Rcl, +7 for the Acc, +1 from successive group aiming bonus).

Next Round, the Fourth group would also be at +5 (-4 for Rcl, +6 for the
Acc, +2 from the successive group aiming bonus) and the Fifth group is
at +5 as well due to the +3 aiming bonus. After that the skill roll
should drop off by -1 per group because the character has reached the
maximum successive group aiming bonus of +3 but the Rcl is going to
continue to add -1 to hit per group.

Have I described this correctly? If anyone is wondering the character in
question has an 18 skill and a very high ST.


Well, the 4-4-2 shot grouping scheme was already mentioned..
In addition, a fairly common GURPS 3e houserule is recoil
reduction for high ST, like one level of reduction per +50%
(or 5 levels) over the Min ST stat of the weapon.. Super ST
should also allow for fairly accurate single-handed firing
of a full-auto rifle.. Tactical light or a laser sight might
also be used for a small additional to-hit bonus.

Also, IIRC the maximum Recoil penalty total is five times
the weapons recoil penalty.


-Pauli
--
"Accompanied only by the full moon, howling of
the nightwolf, and the path under my bare feet,
the elvenpath.."
-Nightwish, Angels Fall First: Elvenpath
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