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Which systems have the best rules for gun-based combat?
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>>92616079
How do you keep such a neutral face while looking at a ton of dakka?
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>>92616122
>GE logo on the lab coat
He's probably been working with those miniguns for his whole career.

It's like how a man eventually can see his wife naked and not really feel any differently than seeing her in clothes. What would be exciting for anyone else becomes banal for him through familiarity and boredom.
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>>92616079
30mm GAU-8 Avenger

Just the gun part is almost 10 feet long, though the barrels are only seven and a half.
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>>92619326
too bad it actually sucks in any kind of operational sense and the a-10 is only good at taking out tanks because of missiles.
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>>92620573
What the fuck are you talking about. The GAU rips Russian tanks to shreds
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>>92620825
maybe old shit from the 70s but it's really worthless against anything remotely modern. add in the whole manual targeting, needing to slowly fly in a straight line to get a decent run, and it's really not all that effective.
>but two a-10s took out 8 tanks in one attack!
six got rekd by missiles and the last two were abandoned by crews so the planes kept lining up rear shots to eventually set em on fire.
it's awesome, not effective.
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Battletech.
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Unironically the answer is Dogs in the Vineyard. Between the escalation system and that landing a hit is almost guaranteed to kill, it treats guns appropriately as hyperspecialized tools of murder.
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>>92616079
-Deadlands
Very thematic with cards and such but it's really, REALLY good at doing aa wild west cowboy style of fighting and I recently modified it to run something set in like 1895, and it worked just fine. With a few tweaks to damage and such you get something very lethal and pretty simple.

-Old Cyberpunk
Friday Night Firefight was compiled using actual ballistics data from the FBI to estimate how lethal getting lit up should be. It's the sort of game where getting a burst of 5.56 to the chest will disable or kill you 900% of the time unless you're a cyborg with subdermal (or superdermal?) armor.
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>>92623355
One problem with FNFF is that they never accounted for how the length of a round affects penetration, which to be fair I can barely find anything about.
So it becomes bigger is better for all cases.
Certainly armor is king in FNFF because it only degrades if you penetrate it, and even cheap cyberpunk body armor can't be penetrated by most convential handgun rounds.
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>>92621291
It's perfectly good at killing the marines calling in the CAS because the instruments are garbage.
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>>92616079
Cyberpunk 2020/Friday Night Fire Fight is a joy. Crunchy but as long as you're not retarded you won't crack a tooth
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>>92620825
>shreds
in testing, with repeated passes against stationary targets, it managed:

https://archive.org/details/DTIC_ADA084155
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>>92616122
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>>92621291
Give that in testing only about 10% of hits were able to penetrate the side armor of M-47s used as test targets, it's performance versus anything better protected than a T-54 is probably a total joke. Not that it won't kill them if they get hit enough, it's just an incredibly inefficient way to do it when the same plane can launch an ATGM with a 95% probability of a kill.
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>>92621291
>maybe old shit from the 70s
given russia is fielding old shit from the 50's...
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>>92616079
GURPS
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If you're looking for accuracy and detail (and high complexity), probably Phoenix Command. Literally made by a NASA engineer who went back to NASA after his game company failed.
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>>92623006
But isn't that just black-powder guns?
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bump from the dead
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Boot Hill 2e

Aces and Eights

Top Secret

Rolemaster/ Spacemaster

>>92629567
blackpowder has limitations, but is plenty lethal
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GURPS was the only one with a lot of options for gunfights to make them tactical and not just "Attack but ranged"
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>>92616079
the only system youll ever need for gun based combat.....
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>>92616079
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I really liked the way twilight: 2000 2.2e handled its guns. I think the actual hp/injury/healing rules made them rather unimpactful, but I think some minor adjustments to make guns actually deadly would make it my go-to modern combat system.


In short, you take shoot actions. Bolt actions give you one shoot action a round, pump/lever action/revolvers get 3, semi/full auto weapons get 5. The more shoot actions you take in a round, the more recoil you get, lowering hit chance for all shots taken that round. For every bullet that leaves your barrel , you roll to hit (an AKM fired at max rate of 5 full auto bursts will mean 25 shots are rolled in a turn, so 25d20 hit rolls).

You keep track of missed shots too, half are immediately rerolled and hit random targets around your actual target. The other half linger in the area, and have a chance to hit anyone who moves through those tiles.


It is a beautiful, horrible clusterfuck that takes a lot of tracking but leads to tactical play I havent seen anywhere else.
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>>92620825
And British. And random civilian trucks and cars, because the pilot had to check with fucking binoculars and couldn't tell a car from a Iraqi tank.
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What were the rules like for Ops & Tactics?
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>>92649372
Its 4e so you get a bunch of WoW dogshit powers that you're allowed to use because leveling up allows you to use the selector on a gun now



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