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Message no. 1
From: wilsonpj@******.STCLOUD.MSUS.EDU (Peter)
Subject: Re: rates of fire (applied math)
Date: Wed, 15 May 1996 14:17:44 -0600
Bert wrote:

>
>but the weapon itself cant fire more quickly!!! so, give each (type of) gun an
>absolute maximum rate of fire, regardless of how many actions a character has.
>a combat round is supposed to be 3 seconds or something, and *thats* how fast
>the gun fires (replace *thats* by number of rounds)... if your sam can squeeze
>the trigger faster, okido, but since there are bullets spraying out _at that
>moment_, he cant shoot more bullets??
>
>Or may we assume technology is far enough advanced that guns fire as quickly as
>we (evil gms and munchkin (aah the m-word!!!) players) want to???
>

We are just extrapolating from the "facts" as the rules lay them out.

1) a SemiAuto can fire twice per phase

2) an acceleratedd character can usually get 3 phases per turn
(O.K. 4 or 5 for high power gamers)

3) therefore acording to the rules a SemiAuto gun can fire 6 rounds per turn
(8 - 10 for high power gamers)

As you can see the predator pistol is capable of firing this set number of
rounds in a turn, but the caracter who is using it may nit be able to pull
the trigger fast enough.

If we extrapolate this out for FullAuto weapons, we can figure out how many
rounds they can fire in a turn. (you do your own math on that) The
initiative of the character determines when they can pull the trigger, but
if they don't let go of it, in the next turn the gun (working at it's
predetermined maximum output) could fire for the next turn.

In the expample we have been using, Hermetic hary could be sending out a
solid stream of lead for the entire turn, but he can't direct it at a
target intil his first action phase. (don't forget to add up the recoil
mods for the entire duration of the FullAuto burtst)

Piatro

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