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  #1  
Old 12-03-2016, 03:14 AM
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ArmySGT. ArmySGT. is offline
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That is interesting......... Thanks.....

When I get around to the Atlantis Project ... that little tidbit will go in.
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  #2  
Old 12-03-2016, 09:40 AM
Adm.Lee Adm.Lee is offline
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Hmmm. I very much like Swag's first rule, will have to cogitate on the other two. Making a (smaller) body part +2 difficulty levels seems workable, with a compromise "aim high/aim low" option as well.

I tend to forget about Quick Kill, will have to re-read that RAW and think on it.

To the original poster, I don't have 2.2 (only 2.1), but I was pretty sure a called shot was simply +1 difficulty level.
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Old 12-03-2016, 09:54 AM
The Dark The Dark is offline
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Quote:
Originally Posted by Adm.Lee View Post
Hmmm. I very much like Swag's first rule, will have to cogitate on the other two. Making a (smaller) body part +2 difficulty levels seems workable, with a compromise "aim high/aim low" option as well.
Yeah, I like the "aim high/aim low" as a way of avoiding cover.

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I tend to forget about Quick Kill, will have to re-read that RAW and think on it.

To the original poster, I don't have 2.2 (only 2.1), but I was pretty sure a called shot was simply +1 difficulty level.
See, I went through my copies of 2.2, DC, and TNE last night, and couldn't find anything about it. Maybe it's somewhere odd in the rules (it wouldn't be the first rule GDW placed in an obscure part of a rulebook), but it's not in the fire combat section.
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  #4  
Old 12-03-2016, 11:10 AM
swaghauler swaghauler is offline
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Quote:
Originally Posted by The Dark View Post
Yeah, I like the "aim high/aim low" as a way of avoiding cover.

See, I went through my copies of 2.2, DC, and TNE last night, and couldn't find anything about it. Maybe it's somewhere odd in the rules (it wouldn't be the first rule GDW placed in an obscure part of a rulebook), but it's not in the fire combat section.
The Quick Kill rule originally appeared in the V2 Small Arms Guide. It also appears in the Special Operations Handbook and Merc2000. The only mention I REMEMBER (I'm not at home to be able to look it up) in the V2.2 rules is in the Designer's Notes in the back of the book. They state that Quick Kill is no longer optional there, but I couldn't find it in those rules either.

I view a rule like the Quick Kill as more of a "plot device" to be used by the sniper who has stalked his prey and takes a well-aimed precision shot from ambush or the would-be assassin who steps from the shadows and fires one round from a suppressed pistol into the back of his "mark's" head. These are the situations the Quick Kill should be used in and that's why I require BOTH an Aimed AND Called Shot for the Quick Kill rule to be used. I have modified my post to show this better because my original wording wasn't clear enough as to why I had included it in this posting (even after it was brought to my attention by one of my player's last night). In my defense, I had just finished a 14 hour day.
One other thing I have been considering is the removal of Abdominal Shots from the Quick Kill Rule (which I believe is how it was originally posted in the Small Arms Guide). While the Abdomen contains a couple of major arteries and the genitals, it really doesn't contain an organ or nerve connection which will instantly "shut down" the body like the Head and Chest do. I will most likely limit Quick Kills to the Chest or Head in later games.

The Aimed Shot Damage Modification is a "nod" to Jason my friend who is a Designated Marksman as well as my own experience in long range marksmanship. I wanted to encourage players to aim and I also wanted to model the "damage" that a well-placed round could inflict. This system was a good compromise that both Jason and I agree makes snipers much more dangerous. You can see Jason's influence in most of my sniper postings (just check out the "Sniper Shots" thread for more). I did have to specify that the damage on aimed shots only applies to aimed SINGLE SHOTS. Someone shooting an aimed burst is more concerned with reducing the dispersion of rounds from that burst than the precise placement of any given round in said burst.

If you have any more questions, just ask me and I'll do my best to explain them.

Last edited by swaghauler; 12-05-2016 at 11:43 AM. Reason: added my opinion on the Abdomen's vital areas and their effects with regards to the Quick kill rule.
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  #5  
Old 12-03-2016, 12:59 PM
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Rifle Scopes: Sniper rifles come with a
scope fitted to them. Any other rifle may have
one fitted at additional cost by a gunsmith
(they may not be initially acquired so
equipped). The printed range on the combat
tables (even for sniper rifles) is for the rifle
without a scope. If a scope is mounted, add
15 to the printed range figure when conducting
aimed shots. In addition, aimed shots at extreme range are conducted as if at long range for purposes of hit difficulty. Note that scopes have no effect on quick shots.
For example, a rifle with a printed range of
75 and a scope would be treated, for purposes
of aimed fire, as having a short range
of 90 meters, a medium range of 180 meters,
a long range of 360 meters, and an extreme
range of 720 meters.
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  #6  
Old 12-05-2016, 11:42 AM
swaghauler swaghauler is offline
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After yesterday's game session, I did indeed adopt the position that the Quick Kill will only be used on Chest and Head hits. I have modified my post accordingly.
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  #7  
Old 12-11-2016, 07:38 AM
James Langham2 James Langham2 is offline
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Quote:
Originally Posted by Cdnwolf View Post
Rifle Scopes: Sniper rifles come with a
scope fitted to them. Any other rifle may have
one fitted at additional cost by a gunsmith
(they may not be initially acquired so
equipped). The printed range on the combat
tables (even for sniper rifles) is for the rifle
without a scope. If a scope is mounted, add
15 to the printed range figure when conducting
aimed shots. In addition, aimed shots at extreme range are conducted as if at long range for purposes of hit difficulty. Note that scopes have no effect on quick shots.
For example, a rifle with a printed range of
75 and a scope would be treated, for purposes
of aimed fire, as having a short range
of 90 meters, a medium range of 180 meters,
a long range of 360 meters, and an extreme
range of 720 meters.
I have varied scopes giving a +5/+10/+15 bonus in my games. For example the SUSAT sight on the SA80 series or the SUIT from the L1A1 are +5 scopes, the Soviet PSO-1 is +10 and the M8541 is +15.
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  #8  
Old 12-11-2016, 01:30 PM
swaghauler swaghauler is offline
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Quote:
Originally Posted by James Langham2 View Post
I have varied scopes giving a +5/+10/+15 bonus in my games. For example the SUSAT sight on the SA80 series or the SUIT from the L1A1 are +5 scopes, the Soviet PSO-1 is +10 and the M8541 is +15.
I use a similar system to yours. Rather than retype it, I'll just tell you to check it out by searching for kdusk's Thread Sniper Shots. I posted my system there.
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