From: | Nilo Nolasco <nilo@*******.COM> |
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Subject: | Realistic Autofire Rates |
Date: | Wed, 9 Aug 1995 01:19:46 -0600 |
described in the FoF. What I decided in my campaign is to make autofire
much deadlier, but SURPRISINGLY survibable. Whenever a PC or an NPC of
mine fires full-auto, he no longer aims at a target but sprays down a
specified number of meters. One can still decide to cover an area with
lead when using the other modes, but some modes of fire are better suited
than others. Sure, you decide to suppress a 6 meter area with an Ares
Predator II; it's even better with an Uzi III (which always fires in burst
mode) - but my house rules makes it deadly to be in that 3 meter area if
I start it down with an assualt rifle or LMG on FA.
First off all, they determine how many rounds are fired from the
weapon in FA - normally, it's 3D6 rounds and 6D6 for miniguns and those
snazzy super-light machine guns in FoF. Then they decide how wide an
area they want to spray at - up to Quicknes+6 in meters all the way down
to just 1 meter (perfect for dusting off an unfortunate PC or NPC). So
let's say we want to shoot at a 3 meter area, left to right with an
Ingram Valiant. Mr. Unfortunate as we will call him stands in the middle
of the area, say 2 meters away from where we will start shooting. I roll
3D6 to see how many rounds I fire - let's say 12. If I am well skilled
in Firearms, I should be able to keep my aim at the target itself and be
able to hit him with at least one bullet. For every 2 skill points past 4
in my Firearms (or the appropriate Concentration or Specialization), one
round hits the target. 12 rounds covering a 3 meter area equals 4 rounds
per meter! Because we are spreading a good amount of fire in a small
area, it's only +1 to recoil per bullet after the first PER meter - or +3
to recoil for each meter in my example. As stated in FoF, FA rounds take
10 action phases to cover an area. My initiative is 12, and I should be
able to cover that 3 meter area by my next action which is 2. SO, if Mr.
U is to go next at 11, he could dive outa the way of my fire but hence,
his name he goes at 5 and has no chance whatsoever. My Firearms is 6 so
I atuomatically hit him with 1 round, and I roll a D6 for every other
bullet going in his direction which is 3. As in FoF, the base target
number is 4 plus any appropriate modifiers. Mr. U did not take any
cover, the room is well lit and stands frozen in my presence (which would
be TN 3). Lucky me, I don't roll any ones and hit him with 4 rounds and
all the rest of the rounds wrecks havoc on drywall (if I would have
rolled any 7s, that particular round hits something vital - sort off a
random called shot, +4 to TN). NOW, he makes a Body resistance test not at
11D but he makes 4(!) seperate Body resistance tests at 7S. Lucky for
Mr. U, he's wearing vest with plates so he resists EACH bullet at 3S
instead. BUT, he's only got 4 Body and 6 dice left from Combat Pool so
is looks like splat city for Mr. U.
With this added flavor to FA in Shadowrun, I found my NPCs
shooting FA most of the time, if they have a decent Firearms skill OR
simply for more added nastiness to my campign. With assualt rifles, most
of my runners are able to survive as long as they keep their heads down
and look for cover. Our rigger had the most fun with it since his
Westwind was equipped with a Vindicator minigun and cranking up to an
average of 25 rounds every time he went. Lucky for me, he wasn't
shooting at my NPC sec guards but at their perimeter fence. I would hate
hate to find out if he concerntrated his fire on one guy!
I would much appreciate any comments, suggestions anyone would
wish to add. I would like to make this more effective for PCs who use
Smartlink II which I think would aid your line of fire in FA. Happy SRing!
NN