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In addition to the above specialties, there are two Fast-Draw skills that allow you to reload missile weapons quickly:
In addition to the above specialties, there are two Fast-Draw skills that allow you to reload missile weapons quickly:


''Fast-Draw (Arrow):'' Lets you ready a single arrow, bolt, or dart instantly. This reduces the time required to reload a bow, crossbow, or blowgun by one second.
''Fast-Draw (Arrow):'' Lets you ready a single arrow, bolt, or dart instantly. This reduces the time required to reload a bow, crossbow, or blowgun by one second.<br>
 
''Fast-Draw/TL (Ammo):'' Reduces the time required to reload any kind of gun or beam weapon. The exact benefits depend on your weapon, but a successful roll always shaves at least one second off the reload time. This skill varies greatly with [[TL]]! At [[TL]]4, it covers powder-and-shot drills; at [[TL6]]+, it includes speed-loading techniques for detachable magazines; and at higher tech levels, it involves quickly replacing energy cells and attaching power cables.<
''Fast-Draw/TL (Ammo):'' Reduces the time required to reload any kind of gun or beam weapon. The exact benefits depend on your weapon, but a successful roll always shaves at least one second off the reload time. This skill varies greatly with [[TL]]! At [[TL]]4, it covers powder-and-shot drills; at [[TL6]]+, it includes speed-loading techniques for detachable magazines; and at higher tech levels, it involves quickly replacing energy cells and attaching power cables.


For the Arrow and Ammo specialties, failure means you drop the arrow or bolt, or accidentally discard one round of ammunition. On a critical failure, you drop the entire quiver, powder horn, ammo box, magazine, etc., scattering loose ammunition everywhere!
For the Arrow and Ammo specialties, failure means you drop the arrow or bolt, or accidentally discard one round of ammunition. On a critical failure, you drop the entire quiver, powder horn, ammo box, magazine, etc., scattering loose ammunition everywhere!
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''Modifiers:'' [[Combat Reflexes]] gives +1 to all Fast-Draw specialties; [[Ham-Fisted]] gives -3 per level.
''Modifiers:'' [[Combat Reflexes]] gives +1 to all Fast-Draw specialties; [[Ham-Fisted]] gives -3 per level.
==Martial Arts==
==Martial Arts==
In combat-heavy campaigns – like Martial Arts games –
In combat-heavy campaigns – like Martial Arts games – it's crucial to know exactly what weapons each Fast-Draw specialty covers. This list isn't exhaustive, but it's a start:
it’s crucial to know exactly what weapons each Fast-Draw
specialty covers. This list isn’t exhaustive, but it’s a start:
 
Force Sword: Any ultra-tech weapon that retracts into its
hilt and requires the user to toggle a power switch to ready
it. Includes all Force Sword, Force Whip, and Monowire
Whip weapons.
 
Knife: All Knife and Main-Gauche weapons, and any
weapon hurled using Thrown Weapon (Dart) or Thrown
Weapon (Knife).
 
Sword: Weapons that call for Broadsword, Jitte/Sai,
Rapier, Saber, Shortsword, or Smallsword skill – including
sticks covered by those skills. The GM may extend this to
such sticks as boomerangs and spear throwers, which use
 
Thrown Weapon (Stick) and Spear Thrower, respectively.


Two-Handed Sword: All Two-Handed Sword weapons,
''[[Force Sword]]:'' Any ultra-tech weapon that retracts into its hilt and requires the user to toggle a power switch to ready it. Includes all [[Force Sword]], [[Force Whip]], and [[Monowire Whip]] weapons.<br>
plus any 1- or 2-yard Spear or Polearm weapon carried tipdown
''[[Knife]]:'' All [[Knife]] and [[Main-Gauche weapons, and any weapon hurled using [[Thrown Weapon]] (Dart) or Thrown Weapon (Knife).<br>
in a back sheath, like a naginata.
''Sword:'' Weapons that call for [[Broadsword]], [[Jitte/Sai]], [[Rapier]], [[Saber]], [[Shortsword]], or [[Smallsword]] skill – including sticks covered by those skills. The GM may extend this to such sticks as boomerangs and spear throwers, which use [[Thrown Weapon]] (Stick) and [[Spear Thrower]], respectively.<br>
''Two-Handed Sword:'' All [[Two-Handed Sword]] weapons, plus any 1- or 2-yard [[Spear]] or [[Polearm]] weapon carried tip-down in a back sheath, like a [[naginata]].


The GM may allow these new specialties for exotic weapons:
The GM may allow these new specialties for exotic weapons:


Balisong: Used to open or close a balisong (p. 213) that’s
''[[Balisong]]:'' Used to open or close a [[balisong]] that's already in hand. Roll against skill to do either. Critical failure causes a point of cutting damage to the hand; critical success gives +1 to [[Intimidation]]. Use [[Fast-Draw]] (Knife) to draw a balisong. If you use [[Fast-Draw]] (Balisong) on the same turn, it's at -2; see [[Multiple Fast-Draw]].<br>
already in hand. Roll against skill to do either. Critical failure
''Flexible:'' Any chain, rope, or thong used as a weapon, including all [[Kusari]] and [[Whip]] weapons, and slings (use [[Sling]] skill). In cinematic campaigns, add [[nunchaku]] (use [[Flail]] skill) to the list.<br>
causes a point of cutting damage to the hand; critical
''[[Shuriken]]:'' Any weapon hurled using [[Thrown Weapon]] (Shuriken).<br>
success gives +1 to Intimidation. Use Fast-Draw (Knife) to
''Stone:'' Sling ammo and throwing stones, when carried in a container. Works like [[Fast-Draw]] (Arrow).<br>
draw a balisong. If you use Fast-Draw (Balisong) on the
''[[Tonfa]]:'' Any baton with a protruding side handle, for use with [[Tonfa]] skill.
same turn, it’s at -2; see Multiple Fast-Draw (p. 103).


Flexible: Any chain, rope, or thong used as a weapon,
For special Fast-Draw rules, see [[Multiple Fast-Draw]], [[Fast-Draw from Odd Positions]], [[Who Draws First?]], and [[Quick-Readying Nearby Weapons]].
including all Kusari and Whip weapons, and slings (use
Sling skill). In cinematic campaigns, add nunchaku (use
Flail skill) to the list.


Shuriken: Any weapon hurled using Thrown Weapon (Shuriken).
{{unfinished}}
[[Category:Martial Arts]]
===See Also===
===See Also===
* [[Fast-Draw from Odd Positions]]
* [[Fast-Draw from Odd Positions]]
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* [[Ready]] maneuver
* [[Ready]] maneuver
* [[Who Draws First?]]
* [[Who Draws First?]]
{{Melee Combat Skill}}
{{Melee Combat Skill}}
{{Combat/Weapon Skill}}
{{Combat/Weapon Skill}}
{{Ranged Combat Skill}}
{{Ranged Combat Skill}}
[[Category:Martial Arts]]

Latest revision as of 14:25, 13 September 2021

Fast-Draw


DX/Easy

Defaults: None.

This skill lets you quickly draw a weapon from its holster, sheath, or hiding place. A successful roll means you ready the weapon instantly. This does not count as a combat maneuver; you can use the weapon to attack on the same turn. On a failure, you ready your weapon normally but may do nothing else on your turn. A critical failure means you drop the weapon!

You must specialize in one of these weapon types: Force Sword, Knife, Long Arm (rifle, shotgun, submachine gun, etc.), Pistol, Sword (any one-handed blade larger than a knife), or Two-Handed Sword. The GM may add Fast-Draw skills for other weapons (or even tools) that one could reasonably draw quickly.

In addition to the above specialties, there are two Fast-Draw skills that allow you to reload missile weapons quickly:

Fast-Draw (Arrow): Lets you ready a single arrow, bolt, or dart instantly. This reduces the time required to reload a bow, crossbow, or blowgun by one second.
Fast-Draw/TL (Ammo): Reduces the time required to reload any kind of gun or beam weapon. The exact benefits depend on your weapon, but a successful roll always shaves at least one second off the reload time. This skill varies greatly with TL! At TL4, it covers powder-and-shot drills; at TL6+, it includes speed-loading techniques for detachable magazines; and at higher tech levels, it involves quickly replacing energy cells and attaching power cables.<

For the Arrow and Ammo specialties, failure means you drop the arrow or bolt, or accidentally discard one round of ammunition. On a critical failure, you drop the entire quiver, powder horn, ammo box, magazine, etc., scattering loose ammunition everywhere!

Modifiers: Combat Reflexes gives +1 to all Fast-Draw specialties; Ham-Fisted gives -3 per level.

Martial Arts

In combat-heavy campaigns – like Martial Arts games – it's crucial to know exactly what weapons each Fast-Draw specialty covers. This list isn't exhaustive, but it's a start:

Force Sword: Any ultra-tech weapon that retracts into its hilt and requires the user to toggle a power switch to ready it. Includes all Force Sword, Force Whip, and Monowire Whip weapons.
Knife: All Knife and [[Main-Gauche weapons, and any weapon hurled using Thrown Weapon (Dart) or Thrown Weapon (Knife).
Sword: Weapons that call for Broadsword, Jitte/Sai, Rapier, Saber, Shortsword, or Smallsword skill – including sticks covered by those skills. The GM may extend this to such sticks as boomerangs and spear throwers, which use Thrown Weapon (Stick) and Spear Thrower, respectively.
Two-Handed Sword: All Two-Handed Sword weapons, plus any 1- or 2-yard Spear or Polearm weapon carried tip-down in a back sheath, like a naginata.

The GM may allow these new specialties for exotic weapons:

Balisong: Used to open or close a balisong that's already in hand. Roll against skill to do either. Critical failure causes a point of cutting damage to the hand; critical success gives +1 to Intimidation. Use Fast-Draw (Knife) to draw a balisong. If you use Fast-Draw (Balisong) on the same turn, it's at -2; see Multiple Fast-Draw.
Flexible: Any chain, rope, or thong used as a weapon, including all Kusari and Whip weapons, and slings (use Sling skill). In cinematic campaigns, add nunchaku (use Flail skill) to the list.
Shuriken: Any weapon hurled using Thrown Weapon (Shuriken).
Stone: Sling ammo and throwing stones, when carried in a container. Works like Fast-Draw (Arrow).
Tonfa: Any baton with a protruding side handle, for use with Tonfa skill.

For special Fast-Draw rules, see Multiple Fast-Draw, Fast-Draw from Odd Positions, Who Draws First?, and Quick-Readying Nearby Weapons.

See Also