{"id":2677,"date":"2016-03-23T14:47:59","date_gmt":"2016-03-23T21:47:59","guid":{"rendered":"http:\/\/www.themook.net\/gamegeekery\/?p=2677"},"modified":"2016-03-25T17:20:42","modified_gmt":"2016-03-26T00:20:42","slug":"this-is-my-boomstick","status":"publish","type":"post","link":"https:\/\/www.themook.net\/gamegeekery\/this-is-my-boomstick\/","title":{"rendered":"GURPS Shotguns &#8211; This Is My Boomstick"},"content":{"rendered":"<p>And a happy\u00a0<em><a href=\"http:\/\/gamingballistic.blogspot.com\/p\/gurps-day.html\">GURPSDay<\/a><\/em>\u00a0to you all!<\/p>\n<p><a href=\"http:\/\/www.themook.net\/gamegeekery\/wp-content\/uploads\/2016\/03\/boomstick.jpg\" rel=\"attachment wp-att-2678\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-medium wp-image-2678\" src=\"http:\/\/www.themook.net\/gamegeekery\/wp-content\/uploads\/2016\/03\/boomstick-300x200.jpg\" alt=\"boomstick\" width=\"300\" height=\"200\" srcset=\"https:\/\/www.themook.net\/gamegeekery\/wp-content\/uploads\/2016\/03\/boomstick-300x200.jpg 300w, https:\/\/www.themook.net\/gamegeekery\/wp-content\/uploads\/2016\/03\/boomstick-768x512.jpg 768w, https:\/\/www.themook.net\/gamegeekery\/wp-content\/uploads\/2016\/03\/boomstick-1024x683.jpg 1024w, https:\/\/www.themook.net\/gamegeekery\/wp-content\/uploads\/2016\/03\/boomstick.jpg 1350w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>As we all know by now, I loves me some GURPS and just adore the wonderfully elegant core bits. Running GURPS is <em>smooooth,\u00a0<\/em>easy like Sunday morning. There are a few fringe-case or optional rules that I find a tad more fiddly than the rest, though; things like grappling and explosions leap to mind (and may show as future posts).<\/p>\n<p>But today&#8217;s fiddly bit is everyone&#8217;s favorite <a href=\"https:\/\/youtu.be\/Hx3Bz6cIPiw?t=23\">boomstick<\/a> &#8212; the shotgun, and how it&#8217;s modeled in GURPS. This is given a very nice example on p. 409 of the Basic Set, so you should definitely check that out. But\u00a0it\u00a0doesn&#8217;t always &#8220;click&#8221; with people, so hopefully a walkthrough from another perspective will be helpful.<\/p>\n<p><!--more-->We&#8217;ll be using the classic TL 6 Pump Shotgun for our example, from p. 279. Here are the relevant stats (each explained in detail on pp. 268-271):<\/p>\n<h3>Dmg 1d+1 pi<\/h3>\n<p style=\"padding-left: 30px;\">Because shotguns fire shells containing smaller pellets (usually, but see <em>GURPS High-Tech<\/em>, p. 166 for stats on firing solid slugs instead), this is the damage <em>for every pellet that hits<\/em>. As you&#8217;ll see, shotguns can often hit multiple times with a single pull of the trigger &#8212; they can be really deadly, especially to targets with no pesky body armor getting in the way.<\/p>\n<p style=\"padding-left: 30px;\"><em>Note<\/em>: If you&#8217;re reading a hard copy of\u00a0<em>Campaigns<\/em>, the damage may be listed as &#8220;1d+1 pi-&#8220;. This is officially <a href=\"http:\/\/www.sjgames.com\/errata\/gurps\/4e\/basic-set-characters-2p.html\">errata<\/a>.\u00a0It is pi, not pi-.<\/p>\n<h3>Acc 3<\/h3>\n<p style=\"padding-left: 30px;\">This is the Accuracy bonus you add to your effective skill\u00a0<strong>if<\/strong>\u00a0you Aimed on the previous turn. So, roll against your effective skill if you did <em>not<\/em> Aim, or at effective skill +3 if you <em>did<\/em> Aim. (Plus a further +1 if you Aimed for two turns, or a +2 if you Aimed for three turns&#8230; but, of course, that&#8217;s not unique to shotguns).<\/p>\n<h3>Range 50\/125<\/h3>\n<p style=\"padding-left: 30px;\">The shotgun&#8217;s effective ranges, given in yards. &#8220;50\/125&#8221; means &#8220;full damage out to 50 yards, half damage from 51-125 yards, no damage at 126 yards or more.&#8221; Because shotgun blasts don&#8217;t have time to spread fully at very close ranges, you&#8217;ll also want\u00a0to note what 10% of that half damage number is &#8212; for the Pump Shotgun, it&#8217;s 5 (that is, 10% of 50). Attacks at less than that range do <em>not<\/em>\u00a0multiply by the second RoF number, as explained below.\u00a0Rather, they increase both basic damage and the target&#8217;s DR by multiplying by half that number.<\/p>\n<p style=\"padding-left: 30px;\">That is, you should\u00a0determine two useful numbers: 10% of the first Range number, and half of the second RoF number (round down in both cases). Rather than having to figure them on the fly, I&#8217;d recommend doing the math out of combat and writing it down on the character sheet.<\/p>\n<p style=\"padding-left: 30px;\">Some examples would probably be helpful:<\/p>\n<p style=\"padding-left: 30px;\"><span style=\"text-decoration: underline;\">Range <strong>50<\/strong>\/125, RoF 2x<strong>9<\/strong><\/span>: 10% of 50 is 5, half of 9 is 4. For targets closer than 5 yards, multiply basic damage and target&#8217;s DR by 4.<\/p>\n<p style=\"padding-left: 30px;\"><span style=\"text-decoration: underline;\">Range <strong>40<\/strong>\/800, RoF 2x<b>7<\/b><\/span>: 10% of 40 is 4, half of 7 is 3. For targets closer than 4 yards, multiply basic damage and target&#8217;s DR by 3.<\/p>\n<p style=\"padding-left: 30px;\"><span style=\"text-decoration: underline;\">Range <strong>40<\/strong>\/800, RoF 2x<strong>13<\/strong><\/span>: 10% of 40 is 4, half of 13 is 6. For targets closer than 4 yards, multiply basic damage and target&#8217;s DR by 6.<\/p>\n<p style=\"padding-left: 30px;\">I should mention that some GMs and players find this aspect of shotgun combat &#8220;too much for too little,&#8221; and don&#8217;t bother using these special rules for very close ranges. <em>This is perfectly fine.<\/em>\u00a0Remember, we&#8217;re all colors on the GURPS rainbow\u00a0&#8212; play the way you want to play!<\/p>\n<h3>RoF 2&#215;9<\/h3>\n<p style=\"padding-left: 30px;\">Ah, yes&#8230; Rate of Fire. This is what throws a lot of people about shotguns. The <strong>first<\/strong> number is the number of times you can pull the trigger in a single turn, and how many shots are consumed, just like any other firearm. So, the Pump Shotgun can be fired once or twice per turn, player&#8217;s choice.<\/p>\n<p style=\"padding-left: 30px;\">The <strong>second<\/strong> number is used to determine the shooter&#8217;s bonus for throwing so much lead around by multiplying the two numbers together and comparing the result to the spiffy table on p. 373 under <em>Rapid Fire<\/em>\u00a0(just like you would if firing an assault rifle or other rapid-fire weapon).<\/p>\n<p style=\"padding-left: 30px;\">For the Pump Shotgun, firing once means 1&#215;9=9, which gives a +2 bonus to hit on the table. Firing twice means 2&#215;9=18, which gives a +4 bonus on the table.<\/p>\n<p style=\"padding-left: 30px;\">If you had a beast of a shotgun like the automatic Daewoo USAS-12 with a RoF of 6&#215;9, you could pull the trigger\u00a0<em>one<\/em> time for a +2 bonus (1&#215;9=9); <em>two<\/em> times for a +4 bonus (2&#215;9=18); <em>three<\/em> times for a +5 bonus (3&#215;9=27); <em>four<\/em> times for a +5 bonus (4&#215;9=36); <em>five<\/em> times for a +5 bonus (5&#215;9=45); or <em>six<\/em> times for a +6 bonus (6&#215;9=54).<\/p>\n<h3>Shots 5(3i)<\/h3>\n<p style=\"padding-left: 30px;\">Simply the number of shots the weapon can physically hold before running out, i.e., the Pump Shotgun can hold five shells at a time before needing a reload (which takes 3 turns <em>per shell<\/em> &#8212; that&#8217;s what the &#8220;(3i)&#8221; means). Every time you pull the trigger, one shot is fired.<\/p>\n<p style=\"padding-left: 30px;\">For example, the Pump Shotgun could be fired 2 times on the first turn, 2 times on the second turn, and then 1 time on the third turn. Or, 1 time on the first turn, 1 time on the second turn, 2 times on the third turn, and 1 time on the fourth turn. Whichever way you choose to fire, once you&#8217;ve fired 5 shots the weapon is empty and won&#8217;t fire until it&#8217;s reloaded.<\/p>\n<h3>Rcl 1<\/h3>\n<p style=\"padding-left: 30px;\">Again, Recoil here works the same as for rapid-fire weapons &#8212; you score one possible hit for a successful skill roll, plus one extra hit for every full multiple of the weapon&#8217;s Rcl stat by which you succeed (though, naturally you can never hit with more shots than you actually fired, no matter how well you roll).<\/p>\n<p style=\"padding-left: 30px;\">So, if your effective Guns (Shotgun) skill is 12 and you roll a 10, you hit three times (once for success, twice more for succeeding by two full multiples of Rcl). If your skill is 17 and you roll an 11, you hit 7 times (once for success, six more times for succeeding by six full multiples of Rcl).<\/p>\n<p>Okay, still with me? If that wall of text left you fuzzy, let&#8217;s look at an example.<\/p>\n<h3>Example<\/h3>\n<p>You are Special Agent Johnson, creeping around a suspected bootlegger&#8217;s warehouse in search of prohibited booze. You have a Guns (Shotgun) skill of 14, and are using a Pump Shotgun (Dmg 1d+1 pi, Acc 3, Range 50\/125, RoF 2&#215;9, Shots 5(3i), Rcl 1). You&#8217;re cautious, so the shotgun is out and Ready.<\/p>\n<p>The bootlegger suddenly jumps out of hiding 15 yards away, swinging a crowbar over his head and charging towards you. His thick leather distiller&#8217;s apron gives him a DR of 1, and he has a Dodge of 10.<\/p>\n<hr \/>\n<p>We&#8217;ll assume you go first and immediately fire at him twice. Your effective skill is <strong>14<\/strong>\u00a0(skill) + <strong>4<\/strong> (RoF of 2&#215;9=18, p. 373) &#8211; <strong>5<\/strong> (range, p. 550) = <strong>13<\/strong>. You roll a 13, possibly hitting with a single pellet. He rolls a 10 against his Dodge of 10 &#8212; ducking low as he runs, your shot missed!<\/p>\n<p>On his turn, the crazed bootlegger moves 6 yards closer, screaming like a banshee. He is now 9 yards away.<\/p>\n<hr \/>\n<p>You fire at him once more (leaving two shells still in your shotgun). Your effective skill is <strong>14<\/strong>\u00a0(skill) + <b>2<\/b>\u00a0(RoF of 1&#215;9=9) &#8211; <b>4<\/b>\u00a0(range) = <strong>12<\/strong>. You roll a 9, possibly hitting with four pellets (one for success, three more for succeeding by 3).<\/p>\n<p>He rolls against his Dodge of 10 and is one lucky bugger &#8212;\u00a0he rolls an 8. So, he dodges one pellet\u00a0by succeeding, and another two by succeeding by two (p. 375)&#8230; but the fourth one hits. You roll a 3, inflicting a total of 4 points of damage (1d+1). Subtracting 1 for his DR leaves 3 points of injury, which the bootlegger marks off of his HP.<\/p>\n<p>He likes his chances here (Overconfidence? Daredevil?), so on his turn he moves another 6 yards closer. He is now only 3 yards away.<\/p>\n<hr \/>\n<p>You have only two shells left in your shotgun &#8212; but, the bootlegger is now within your super-special murder-death-kill zone (10% of 50 is 5, and 3 yards is less than 5). Pulling the trigger twice, your effective skill is <strong>14<\/strong>\u00a0(skill) + <b>0<\/b>\u00a0(RoF of 2) &#8211; <b>1<\/b>\u00a0(range, p. 550) = <strong>13<\/strong>. You roll an 8, and possibly hit with both shots (whether using Rcl 1 or 5 &#8212; <em>see below<strong>*<\/strong><\/em>)!\u00a0Because you are within the range where the pellets don&#8217;t spread, the maximum number of times you can hit is the number of shots fired, the first RoF number, not the second &#8212; the pellets are effectively a single slug at this range, so you can only hit twice at the most with a RoF 2&#215;9 weapon, three times with a 3&#215;9 weapon, etc.<\/p>\n<p>He rolls against his Dodge of 10, only to find his luck (Luck?) has finally run out &#8212; he rolls an 11! Both blasts slams into him.\u00a0Because he&#8217;s close enough, you multiply both your basic damage and his DR by 4 (that is, half of the second 2&#215;9 RoF number, rounded down). So damage is now 4d+4 pi instead of 1d+1, and his DR is 4 instead of 1. You roll a total of 16 for the first attack and 12 for the second attack. inflicting 20 and 16 points of damage (4d+4). Subtracting 4 for his DR from each leaves 16 and 12 points, <em>for a total of 28 points of injury!<\/em><\/p>\n<p>Unless this is the toughest bootlegger in the history of bootlegging or a Terminator, he&#8217;ll immediately be below 0 HP (and very likely below -1 x HP) and bleeding out in short order. Boomstick saves the day!<\/p>\n<p><strong>*<\/strong> How you assign Rcl at the extremely close range will depend on which books\/rules you are using for your game. If limiting to the <em>Basic Set<\/em>, Rcl remains 1 (slugs are never mentioned). If including<em>High-Tech<\/em>, the Rcl may be 1 or it may be the Rcl given in the weapons table (the number after the slash) for firing slugs, your choice (<em>High-Tech<\/em> introduces rifled slugs for shotguns, but doesn\u2019t specifically mention using the slug Rcl for close range shot attacks). And if you\u2019re including\u00a0<em>Tactical Shooting<\/em>, it explicitly states, \u201cFor more authentic point-blank results, use the Rcl statistic for slugs, not shot\u2026\u201d This is a perfect example of the modularity of GURPS, and how the group\u2019s choices of which rules to turn \u201con\u201d or leave \u201coff\u201d affects gameplay.<\/p>\n<hr \/>\n<p>See? That wasn&#8217;t too bad, was it? I mean, this isn&#8217;t exactly the post I would point a GURPS newcomer to. At first glance, it maybe looks like the old &#8220;GURPS has too much math&#8221; hooey. But the math is pretty basic, and can be figured out pre-emptively and noted on the character sheet for whenever it comes up.<\/p>\n<p>It&#8217;s precisely because of the detailed way GURPS attempts to simulate things like damage and firearms that a system like this exists. But if, even after reading all this, you still find shotguns too messy to deal with, I&#8217;d recommend just having your shotguns fire slugs instead of shot (adjusting the stats as explained on p. 166 of <em>GURPS High-Tech<\/em>). Then they work a lot more like other firearms in GURPS and you don&#8217;t have to worry about pellet calculations.<\/p>\n<p>As an example, the modern 12G Auto Shotgun from p. 279:<\/p>\n<p style=\"padding-left: 30px;\">(shot) DMG 1d+1 pi, ACC 3, RANGE 50\/125, ROF 3&#215;9, RCL 1<\/p>\n<p style=\"padding-left: 60px;\">&#8230;becomes&#8230;<\/p>\n<p style=\"padding-left: 30px;\">(slug) DMG 4d+4 pi++, ACC 4, RANGE 125\/188, ROF 3, RCL 5<\/p>\n<p>Raising the damage to pi++ from pi is particularly nasty as, like imp damage, any injury that makes it past DR is x2. Ouch.<\/p>\n<p>Hopefully this was a helpful look at shotguns, and demystified them a bit. As always, <a href=\"http:\/\/www.themook.net\/index.php?id=contact\">hit me up<\/a> with any questions, critiques, or suggestions.<\/p>\n<p>See you next week, and remember&#8230; Shop smart. Shop S-Mart.<\/p>\n<p>&nbsp;<\/p>\n<p><em>If you enjoyed this post and others like it, might you consider the <\/em><a href=\"https:\/\/www.patreon.com\/TheMookNet?ty=h\">Game Geekery Patreon<\/a><em>?<\/em><br \/>\n<!--Precis - GURPS has a few fringe-case\/optional rules that I find a bit more fiddly than the wonderfully elegant core bits. Today I'm looking at the first of these... how shotguns work in the game.--><\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>And a happy\u00a0GURPSDay\u00a0to you all! As we all know by now, I loves me some GURPS and just adore the wonderfully elegant core bits. Running GURPS is smooooth,\u00a0easy like Sunday morning. There are a few fringe-case or optional rules that <a class=\"mh-excerpt-more\" href=\"https:\/\/www.themook.net\/gamegeekery\/this-is-my-boomstick\/\" title=\"GURPS Shotguns &#8211; This Is My Boomstick\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":2,"featured_media":2678,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,6],"tags":[],"series":[],"class_list":["post-2677","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gurps","category-rpgs"],"_links":{"self":[{"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts\/2677","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/comments?post=2677"}],"version-history":[{"count":36,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts\/2677\/revisions"}],"predecessor-version":[{"id":2714,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts\/2677\/revisions\/2714"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/media\/2678"}],"wp:attachment":[{"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/media?parent=2677"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/categories?post=2677"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/tags?post=2677"},{"taxonomy":"series","embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/series?post=2677"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}