Recognize the plusses and pitfalls of high-speed shooting. Train in the drills for tactics that will keep you alive in ambushes or urban environments. Learn who shoots first in a standoff! Over 20 new perks for realistic shooters. Nearly 20 techniques for firearm fans.
Six styles of gunfighting. Discover what you need to know to be a rifleman, sharpshooter, or shotgunner! More than 40 new firearms! Information on new handguns, rifles, shotguns, machine guns, grenade launchers, and more. New gear for gun enthusiasts. Expanding and augmenting the equipment from GURPS High-Tech with more than 30 new gun-related items and options, including tripods, slings, sights, and camouflage -- all designed to give the shooter a realistic advantage.
New ammo options. Learn how, where, and why you might want to use hollow-point, buckshot, match-grade, or subsonic ammunition. And more! Find out what weapons are issued to some of the world's best militaries. Debunk the myth of "tin star armor. Customers Who Bought this Title also Purchased.
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Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. Steve Jackson Games. Pay What You Want. See all titles. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Hans-Christian Vortisch. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.
The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book.
We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. Worst MoF is hit. In larger swarms with troopers easily divided by class machine gunners, riflemen, etc , you can elect to roll defenses for one type of unit, on failure one of them is hit.
Every 5 HP lost, roll against HT. On success, fight continues as normal. On failure, injured team member is stunned and drops on the ground for HT rounds. Failure to provide both of these results in death of team member. Cover: To enter cover, team must taken All Out Defense maneuver. Teams are considered to be trained in "Talking Guns" drill, with at least half of the team always ready to engage, making reloading unnecessary. Exception: After taking 2 Attack maneuvers at maximum RoF, the entire team must reload, spending 3 ready maneuvers to do so.
To find distance of each member from the center of the team, take the length of longest side and divide it by 2, rounding down. This is abstract in order to speed up play. Example: in Arrow formation, 2x2 hex token places each member of the team 1 yard away from explosion.
Team Spread As the team spreads out, it becomes harder to assist each other in various tasks. Rear and Sides A team does not have rear as normal characters have due to the fact that drills stress the presence of rear guard. As such, team has only Front and Flank behaves identical to Sides as on normal characters. Targetting Aids Targetting aids that increase the skill level simply have their average bonus round down added. Telescopic sight functions the same, but it's bonus is recorded after acc just like for a normal character.
Example: A team of 4 troopers are charging with bayonets. They enter same hexes as opposition and roll against combined Spear SL. They score 1 basic success and 2 extra successes. If the enemy team fails to defend, they land 3 melee hits.
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