24 September 2024

Non-Subjective

We can quote numbers all day, but they're meaningless unless we have them in GURPS terms!

1911 in .45 ACP does 2d pi+, out to 150/1,600 weighing 2.8/0.5 lb. with 7+1 shots and Rcl 3.

In 10mm it does 3d-1 pi+, out to 290/2,300 weighing 2.8/0.4 lb. with 8+1 shots and Rcl 4.

2d pi+ will do an average of 7 points of raw damage and deal 10 points of damage to the torso.

3d-1 pi+ will average 9 points of raw damage and deal 13 points of damage.

More damage, more range, lighter magazines, more shots... WIN!

But...

Skill 15 shooter, Acc 2, 7 yards.  No aim, so I don't know why I mentioned the acc...

-3 for the range so 12 or less to hit.  Average roll of 10 gives 1 shot hitting out of three for both guns.  10mm still in the lead.

A 9 gives 2 hits with .45 and a 6 gives 3 hits.

10mm needs an 8 for two hits and a 4 for three.

That recoil number be serious, yo.

Both have a 74.07% chance to land the first round.

So a 1911, in this case has a 9.25% chance at all three rounds, and a 37.5% chance for 2.

10mm has 1.38% for all three and just 25.92% for 2.

Three hits with .45 does more damage (30 average) than two hits of 10mm (26 average).

But wait!  There's MORE!

.40 S&W does 2d pi+ too.  It's recoil number is 2.

It's going to hit with one round on a 12 or less (same 74.07%), two rounds on a 10 (50%) or less and all three on an 8 or less (25.92%).  10mm Kurz gets all three rounds for the same die roll as .40 S&W Long gets just two.  3x2d pi+ > 2x3d-1 pi+  Oh, the .40 S&W gun is going to be lighter, usually with the same capacity.

Still more!

9x19mm does 2d+2 pi.  Average hit is 9 raw points and 9 damage.  It's recoil is also 2, so the same chances to hit as .40 S&W but a bit less damage.  9, 18 and 27 for one, two and three rounds respectively.  3x 2d+2 pi > 2x 3d-1 pi+.  9mm guns are even lighter than .40 S&W and usually carry more shots.

And this, at the end of the day, is why 10mm languished while 9mm is in just about everyone's holsters.  The slight edge in damage from .40 S&W is somewhat nullified by the extra number of shots the 9mm gets.

Then there's 9mm being a lot cheaper per shot.

I still WANT a 10mm ACP though.  Just gotta decide how long I wanna save for one and how sexy a beast it will be.  Colt Delta Elite and S&W 1076 lead the pack for sexy.  Rock Island and Glock lead on affordability.  Real insanity happens with finding a SIG P220 in 10mm.  But that way lies madness because I'd want to have a P220 in .38 Super too.  Peak insanity is finding a Bren 10.

I kind of am leaning at a 1911 in 10mm so I can have all three rounds that are "native" to the 1911.

2 comments:

  1. Since a cursory blog search didn't turn up an answer, have you ever done a GURPS stat comparison of carbines versus pistols in the same clambering? Also does the recoil number vary with operating system? Anecdotally gas operated guns have less felt recoil.

    ReplyDelete
    Replies
    1. In general SMGs and PCC's get 2 extra points of damage over their handgun counterparts. Occasionally a but more range, but that depends on the round.

      RCL is a controlability number rather than a "how hard does it kick" measurement. Heavier long guns often have a lower RCL than handguns, but the bottom RCL is generally 2. RCL 1 is for things that don't kick at all or for special situations like multiple projectiles.

      It's important to remember that pi equals 3 in GURPS! Many things that improve real world performance don't show up in the very granular combat system. Target sights, for example, do not improve the Acc number. 3-dot and other easier to see sights just counter a single point of darkness penalties.

      Red dots are good for a +1 to your guns skill though. This is distinct from adding +1 to Acc in that you don't need to take an action to aim to get the bonus. The aiming action isn't the same as "using the sights" which is assumed...

      Some of the terms get detached from the terms shooters would use when you start drilling down.

      Delete

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