I can't believe I never tried this.
Game a charging Moro against various handguns from the era with GURPS.
I wonder if I'll get the anecdotal results and have the Moro drop like his strings were cut with a .45 but be able to kill the shooter with a .38.
Does GURPS have modifiers for drug effects, or a system to create one? My recollection is that the Moros were using something with effects similar to PCP, and at least one group (not necessarily Moro) wouldbind their limbs to mitigate the effects of extremity wounds. Also do you have data for temperature and humidity effects on black powder cartridges? Smokeless powders often show significant performance differences depending on temperatures. One of the tiny kernels of truth in the similar Korean War legend of M1 carbines not stopping charging Chinese was a measurable drop in muzzle velocity in very cold weather.
ReplyDeleteThere is a list of drug effects. I will have to see if they've already got an appropriate one done. There's a guideline for making your own drug effects too.
DeleteThe bleeding rules are measured in minutes and the combat rounds in seconds, so the limb binding probably doesn't come up in GURPS.
GURPS doesn't, by default, care about the effects of temperature on ammunition. I could make a rule, of course, but often times such things make a situation where the juice isn't worth the squeeze.