What we've done by buying and using the 75% IDPA targets at seven yards is to simulate shooting at ten yards.
7 yards is -3 to hit. 10 yards is -4, so we've been giving ourselves a -1 penalty at the range vs "real life".
In the above photo, going for the Mozambique Drill, it's -3 for the vitals and -7 for the skull. How to GURPS it is on page 15-16 of Tactical Shooting.
In total:
Vitals: -4 for range, -3 for location,+1 for all-out-attack (determined), +1 for no risk to self, +1 for no risk to others, +3 for well lit range, +3 for known distance. +2 to hit vitals.
Skull: -4 for range, -7 for location,+1 for all-out-attack (determined), +1 for no risk to self, +1 for no risk to others, +3 for well lit range, +3 for known distance. -2 to hit vitals.
If you're patting yourself on the back for how well you do on the range, notice the +8 for being at the nice, safe, comfortable firing range.
I've calculated my Guns/TL8 (Pistol) at 15 before, so I'd need a 17 or less to hit with one round at the vitals, 15 or less to hit with both in round 1. Then I'd need a 15 or less to hit the skull in round 2.
I am definitely not running at the pace that requires using the Rapid Strike version of the drill!
In the real world, I'd need a 9 to land one shot and a 7 to land both in the vitals. Rolling a 10 or 8 means hitting the torso instead. To hit the skull in the next round I'd need to roll a 5 or less. I don't feel super confident of that head shot. Rolling a 6 means hitting the torso instead.
In the real world I'd prolly not be ready to shoot until the person attacking me was a lot closer than 10 yards, more like three... So -1 for range instead of -4 and then 12 for the vitals, 10 for both rounds (13 and 11 get the torso) then 8 or less for the skull shot.
Probably more doable.










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