22 June 2026

Big Bear

I was watching Ron White and he talked about a record sized grizzly bear that a park ranger shot to death with a .357 revolver.


I know it was a .357 because it was a 7-shot gun and it worked to kill the bear.

That bear has a ST of 21, thus 21 hit points and we know this from its 1,200 lb. weight and two times the cube root of the weight.

A .357 Magnum round does 3d pi, so an average of 10 points per shot.

That's ball.  Hollow points do 3d(0.5) pi+, so 15 points per shot.

But bears have DR 2, thick skin and fur.

That means ball rounds do an average of 8 (10 - 2 = 8) and hollow-points do 9 ({10 - (2/0.5)} * 1.5). 

A grizzly bear's HT is 13 so they have, about, an 84% chance of making any HT roll.

It will take 21 points of damage to get them to make that first consciousness check, and 21 points again to start checking death rolls every 21 after that.

Ron says he hit him with 7 shots, reloaded and then seven more.

Ball rounds.  8 per shot.

Turn 1
Shot 1, HP remaining = 13. 
Shot 2, HP remaining = 5.  Move and dodge are halved.
Shot 3, HP remaining = -3.  Consciousness check.
Turn 2
Shot 4, HP remaining = -11.  Consciousness check.
Shot 5, HP remaining = -19.  Consciousness check.
Shot 6, HP remaining = -27.  Consciousness check.  Death roll.
Turn 3
Shot 7, HP remaining = -35.  Consciousness check.

Turn 4 and 5.  We're assuming some fast-draw speed-loader here.
Reload!

Turn 6
Shot 8, HP remaining = -43.  Consciousness check.  Death roll. 
Shot 9, HP remaining = -51.  Consciousness check.
Shot 10, HP remaining = -59.  Consciousness check.
Turn 7
Shot 11, HP remaining = -67.  Consciousness check.  Death roll.
Shot 12, HP remaining = -75.  Consciousness check.
Shot 13, HP remaining = -83.  Consciousness check.
Turn 8
Shot 14, HP remaining = -91.  Consciousness check.  Death roll.

The bear only has about a 13% chance of making all them consciousness rolls, but a 49% chance of being alive at the end.

HP rounds.  9 per shot.

Turn 1
Shot 1, HP remaining = 12. 
Shot 2, HP remaining = 3.  Move and dodge are halved.
Shot 3, HP remaining = -6.  Consciousness check.
Turn 2
Shot 4, HP remaining = -15.  Consciousness check. 
Shot 5, HP remaining = -24.  Consciousness check.  Death roll.
Shot 6, HP remaining = -33.  Consciousness check.
Turn 3
Shot 7, HP remaining = -42.  Consciousness check.  Death Roll.

Turn 4 and 5.  We're assuming some fast-draw speed-loader here.
Reload!

Turn 6
Shot 8, HP remaining = -51.  Consciousness check.
Shot 9, HP remaining = -60.  Consciousness check.
Shot 10, HP remaining = -69.  Consciousness check.  Death roll.
Turn 7
Shot 11, HP remaining = -78.  Consciousness check.
Shot 12, HP remaining = -87.  Consciousness check.  Death roll.
Shot 13, HP remaining = -96.  Consciousness check.
Turn 8
Shot 14, HP remaining = -107.  Auto death.

Look at the difference one little point in average damage can make!  But it takes all 14 rounds at average damage to get the job done.

This GURPS.

Would a .38 Special do?

A .38 only does 2d pi, with a 7 average per shot, 5 penetrate.  HP gets 3 to penetrate and does only 4 after we add 50% for the the pi+.

Ball rounds.  5 per shot.

Turn 1
Shot 1, HP remaining = 16. 
Shot 2, HP remaining = 11.  
Shot 3, HP remaining = 6.  Move and dodge are halved.
Turn 2
Shot 4, HP remaining = 1.
Shot 5, HP remaining = -4.  Consciousness check.
Shot 6, HP remaining = -9.  Consciousness check.

Turn 3 and 4.  We're assuming some fast-draw speed-loader here.
Reload!

Turn 5
Shot 7, HP remaining = -14.  Consciousness check.
Shot 8, HP remaining = -19.  Consciousness check.

Bear arrives and you dead!  This GURPS!

The bear has about a 49% chance of making all 4 consciousness rolls, and never has to make a death roll.

But we had 8 to get it done with the .357...

What about the mighty One Centimeter, 10mm ACP?

The ball ammo is 3d+1 pi+ so it averages 11 per shot, 9 penetrating for 13 per round.  Hollow points are 3d+1(0.5) pi++, 7 penetrating for 14 per round.

Ball rounds.  13 damage per shot!

Turn 1
Shot 1, HP remaining = 8.
Shot 2, HP remaining = -5.  Move and dodge are halved.
Shot 3, HP remaining = -18.
Turn 2
Shot 4, HP remaining = -31.  Consciousness roll.  Death roll.
Shot 5, HP remaining = -44. Consciousness roll.  Death roll.
Shot 6, HP remaining = -57. Consciousness roll.
Turn 3
Shot 7, HP remaining = -70. Consciousness roll.  Death roll.
Shot 8, HP remaining = -83. Consciousness roll.
Shot 9, HP remaining = -96. Consciousness roll.  Death roll.
Turn 4
Shot 10, HP remaining = -109.  Auto-Death!

10mm ball ammo has been noted to work, so this GURPS. 

I keep hearing that what you REALLY need is a 12ga 3" magnum slug.

That does 6d+1 pi++.  Average roll of 22, 20 penetrate, 40 damage.  Can't knock these out faster than one per turn, though, and we only get 8 shots.

Turn 1
Shot 1, HP remaining = -19.  Move and dodge are halved.
Turn 2
Shot 2, HP remaining = -59.  Consciousness roll.  Death Roll.
Turn 3
Shot 3, HP remaining = -99.  Consciousness roll.  2 death Rolls.
Turn 4
Shot 4, HP remaining = -139.  Auto-Death!

He's very likely to have made both rolls to stay awake with a 70% chance and prolly needs taken to auto death with a 59% chance of making all three death rolls.

This GURPS!

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