[Player Guide] Locked n' Loaded - Guide to Gun Combat
Nov 15, 2020 1:32:03 GMT
Ika, kyra, and 1 more like this
Post by maikito on Nov 15, 2020 1:32:03 GMT
Guns have a variety of fundamental stats and terms. I will explain each stat and term( I'm aware of) here. If any of this is wrong and needs to edited (Or if I missed something), please let me know! I'm just posting it to inform any newer players who may be interested in investing themselves in a gun-wielding character.--
[Damage Calculation]: Pretty self explanatory. Tells you the Gun's Damage and what defensive stat it's paired against. I.E: (Deals 75 Damage vs Durability)
Note: Marksman Perk Projectile Damage bonuses DO apply to this clause on guns.***
Note: Marksman Perk Projectile Damage bonuses DO apply to this clause on guns.***
[Tile Speed]: How fast the bullets travel. If the opponent has enough reflex to react, they can avoid the projectile.
Note: Marksman Perk Projectile Speed bonuses DO apply to this clause on guns.***
[Aim Speed]: Aim Speed is what's required to aim at a moving target. Aim Speed = Reflex + Gunslinger Bonus vs Speed. If you win, you can aim at a target without issue. Failure means that even if your Gun fires at a high enough tile speed, you can't "track" your target with your sights.
[Reload Speed]: How fast you reload your gun. Reload Speed = AS + Gunslinger Bonus. This only becomes relevant when an opponent attempts to interrupt you at Melee range typically. Though, ranged attacks can possibly interrupt you as well.
[Draw Speed]: How fast you can ready your gun from a "holstered" position. Within Melee Range, this is equal to AS flat. If you are outside of Melee range, this is equal to Reflex flat.
[Rounds per Shot]: How many shots a gun fires in a single attack. Can vary. Typically it's only 1. If it is more than 1, the gun will likely specify that the Gun deals it's total damage across the number of shots it fires. For example, The BR55 Service Rifle fires 3 rounds in a single shot. It's Damage is 75. This means that 1 shot = 25 damage. In order to deal the full 75, the rifle must land all 3 of it's bursts shots.
[Clip/Magazine/(Shots till Reload)]: Many guns have different terms for this. The gist is the same: How many shots that can be fired before it's necessary for you to reload. I.E.: 12 Round clip means you can fire off 12 rounds before you have to reload.
[Reloading (As an Action)]: Reloading costs an action economy and has to be factored in before an attack is made if the clip has been emptied. This means that, if an opponent has enough reflex and enough AS/Speed/Tile Speed to react to your reload, they can interrupt your reload and prevent you from reloading successfully that turn.
[Gun Penalty]: Using a gun without T2 Gunslinger enables the possibility of jamming. The gun has a d6 chance of jamming on the turn it is used, and will jam on rolled 1s. If the gun jams, the user will lose their ability to attack on that turn. Requires a turn action to clear the jam. Using a gun without T1 Gunslinger forces you to roll for jamming and a separate d6 roll for success rate of the shot. Even if the shot fires at the intended target, odds are the shot misses entirely.