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The firearms rules in GURPS Basic Set have several problems, are there more expanded rules elsewhere?

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The firearms rules in GURPS Basic Set have several problems, are there more expanded rules elsewhere?

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Yes. GURPS High-Tech, 2nd Edition expands and improves the reality of the GURPS firearm rules. The first chapter has a sidebar on “Flinch, Buck Fever and Bullet Shyness” (pp. HT7-9). Flinch is responding to the gun’s recoil prior to actually firing, thus resulting in a negative modifier to gun skill. Buck fever is a decrease in accuracy due to firing in a stressful situation. Bullet shyness is tendency to seek cover from gunfire rather than exposing yourself to return fire. Bullet shyness in GURPS requires a Will roll by NPCs to allow exposure to gunfire (PCs should avoid exposure to gun shots due to fear of being blown away!). Other problems include heavy breathing (after a run for instance), distractions (dust, sweat, etc.) and other discomforts. Clarifications on how bullet damage works, expansions on different ammo types, a modification to Passive Defense vs. bullets, explanations of recoil (and felt recoil) and a change to the way knockback works for being hit by bullets are inclu

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