Wednesday, December 26, 2018

GURPS Shooting - Center-Axis-Relock style

Center-Axis-Relock

5 points

Skills: Brawling or Staff, Fast-Draw (Ammo); Fast-Draw (Pistol or Long Arm); Guns (Any).
Techniques: Behind-the-Back Shot; Close-Hip Shooting (Any); Close-Quarters Battle (Any); Fast-Firing (Any); Immediate Action (Any Firearm); Mounted Shooting (Driver (Any)/Guns (Any)); Quick-Shot (Any Firearm); Retain Weapon (Any Firearm or Liquid Projector).
Perks: Armorer’s Gift (Any Firearm); Barricade Tactics (Any); Concealed Carry Permit; Cool Under Fire; Cross-Trained (Any); Grip Mastery (Any); Intuitive Armorer (weapon); Lightning Fingers (Any); Off-Hand Weapon Training (Any Firearm or Liquid Projecetor); One-Hand Drills (Any); Standard Operating Procedure (Cleaning Bug); Quick Reload (Any Firearm); Tap-Rack-Bang (Any Firearm); Weapon Bond.

Optional Traits:
Secondary Characteristics: Improved Basic Speed and Per.
Advantages: Acute Vision; Combat Reflexes; Danger Sense; Night Vision; Signature Gear.
Disadvantages: Hard of Hearing; Overconfidence.
Skills: Armoury (Small Arms); Boxing; Connoisseur (Guns); Holdout; Karate; Stealth; Tactics.
Techniques: Behind-the-Back Shot (Any); Masked Shooting (Any); Targeted Attack (Any/Skull)
Perks: Early Adopter (Any); Fastest Gun in the West; Green Eyes; Motorized Training (Any); Standard Operating Procedure (any); Style Familiarity (Krav Maga); Style Familiarty (MCMAP) Supplier (any); Weapon Adaptation (Pistol Whip/Karate or Boxing).

A standard "bladed" stance of C.A.R. 
Right: Shooter is ready for accurate fire with Extended stance.
 Left: Shooter is ready to use Close-Hip Shooting technqiue with High stance.

An often disregarded system of gunfighting, the C.A.R. has recently seen a revival within entertainment media such as video games and movies, where super spies, hitmen and other modern martial artists employ it's strikingly unusual bladed stances to defeat their opponents.

Created by Paul Castle, English national and Police veteran, the system was aimed at addressing issues that he and other officers encountered while wielding handguns in close-quarters environment: weapon retention, easier maneuverability indoors and in vehicles, self-defense with disabled firearm. Later on, the system was expanded to longarms, making it a universal training package. Training can be acquired at various facilities in the US, mostly private training ranges and Police Academies in some states. An online course for self-training is available.
Top: Practitioner quickly extends his arms to strike with pistol's barrel against opponent's torso (Treat as Pistol Whip).
Bottom: Practictioner delivers an elbow strike without releasing his weapon (Treat as punch).


System partictioner usually starts his training with a handgun, civilians prefer concealable firearms (-1 bulk), while professionals learn it for their duty firearm (-2 bulk or worse). Unless injured or performing other tasks, practicioner holds his handgun with both hands (Multiply minimum ST by 0.8 (round up), reduce Bulk by 1, and treat all aimed shots as braced). They learn how to draw, load, fire and clear malfunctions. The meat of the course includes firearm retention, firing in close quarters (Close-Hip Shooting and Close-Quarters Battle), engaging multiple targets (Quick-Shot), firing rapidly (Fast-Firing) and, unusually, using the handgun as a club to deliver quick strikes (Box on HT93) and basic unarmed strikes.

Advanced course repeats all these sessions for longarms such as shotguns, assault rifles and SMGs. When learning this style for a Long Arm, replace Brawling with Staff, in that case practictioner uses his Long Arm's barrel to strike (use statistics for Rifle Butt at HT198)

Practictioner is able to purchase Grip Mastery perk right after they pay for Style Familiarity and Guns skill.

Low investment into this style prepares practictioner to defend themselves at most common handgun ranges. Investing greatly into it and combining it with either MCMAP or Krav Maga creates a deadly close-quarters combatant, perfect for an assassin or bodyguard character.

A highly trained practictioner may elect to wield a high bulk handgun such as MK.23(TS58) and add a suppressor. The style permits them to work around the downsides of high bulk for shooting, while arming them with a weapon that is deadly as a club, can qualify for C,1 reach and compete with staffs in terms of raw damage. While holding a handgun in two hands reduces it's bulk, ignore it when calculating Pistol Whip damage.

Super spy Sam Fisher from Splinter Cell: Conviction transitions into CAR High Stance to perform a behind-the-back shot after firing one-handed towards not pictured adversary.

Thursday, December 6, 2018

GURPS Tactical Swarms

Australian SASR

One day I felt a need to run a game that involved PCs being in direct command and control of a number of NPCs, two 5-man squads per person. Mass Combat didnt fit the bill and one player controlling 11 characters was unfeasable. So I created my own system, inspired by swarms and certain features of Action. As written, tactical swarms are intended for TL6-8 combat, although with a few tweaks I expect it to work with earlier TLs. Feel free to message me with suggestions on how to improve this for various purposes and make it more general.

GURPS Cinematic Medicine Draft 3

    Cinematic Medicine Medicine. The art of making your fellow man feel better, recover from ailments, resume proper operation. Cinematograp...