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From: Tzeentch tzeentch666@*********.net
Subject: Home Grown Autofire Rules
Date: Fri, 23 Jun 2000 09:27:51 -0700
From: <dbuehrer@******.carl.org>
> This is my take on rules for full auto weapon's fire.
>
> The attacker declares his target. The attacker rolls his skill vs a 4
> (modified by attacker's movement and perception modifiers). The attacker
> checks for scatter in meters (2d6 +unmodified recoil -attacker's
> successes).

2d6 seems way too much, are you thinking in feet? Perhaps lower to d6? Or
have the unmodified recoil be the number of meters "scattered" minus
attackers successes.

> If the FA burst scatters, roll 1d6 to determine the direction
> of the scatter: 1-2 left, 3 up, 4-5 right, 6 down.

Is this really important for SR?

> Once the center point of the FA burst has been determined, figure out the
> spread of the FA burst next. Muliply the unmodified recoil by the range
> level to determine the diameter of the FA burst in meters: Close Range x1,
> Medium Range x2, Long Range x3, Extreme Range x4.

This is why I say 2d6 is too much. If the target is 4 meters away I can
somehow still miss him by 12+ meters in any direction which seems hmm,
unreasonable.

> To determine the chances of a target being hit, determine the density of
> the FA burst by dividing the number of rounds fired by the burst radius
> (round normally). Roll a number of dice equal to the density vs a 4
> (modified by cover) vs each target within the burst radius. Successes
> result in a target being hit. Successes stage damage normally.

Sounds good to me. Perhaps note that each tracer fired reduces the Density
Test TN by 1? That would at least make them useful unlike in the standard
rules.


Ken
---------------------------
There's a war out there, old friend, a world war. And it's not about who's
got the most bullets, it's about who controls the information. What we see
and hear, how we work, what we think, it's all about the information!
Cosmo, 'Sneakers'

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