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Message no. 1
From: Rob Harris <roberth@*******.COM>
Subject: Re: Vindicator Mini-Gun (Suppressive Fire??)
Date: Fri, 30 May 1997 15:38:48 -0400
>Suppressive fire bro. That or get a improved deluxe gyro-mount harness and a
>few levels of muscle aug.
>
>BTW, with a Vindicator, any uncomped recoil is doubled before addingto your
>TN, so it is +30 with no recoil comp for the last burst.

Alright, I'll bite. Where are the rules for suppressive fire? I'm afriad I am not
familiar with that rule (although it sounds really cool!).

Rob 'The Hat' Harris
(roberth@*******.com)
Message no. 2
From: Craig J Wilhelm <craigjwjr@*********.NET>
Subject: Re: Vindicator Mini-Gun (Suppressive Fire??)
Date: Fri, 30 May 1997 17:48:07 -0400
Rob Harris wrote:

> Alright, I'll bite. Where are the rules for suppressive fire? I'm
> afriad I am not
> familiar with that rule (although it sounds really cool!).
>
Fields of Fire. If you don't have it, I advise you to check it out. It has
some real neat gear, and a few good optional rules. Plus a good section on
mercenaries.

--
Craig

Reality is nothing but a refuge for those who can't handle role-playing.

http://home.earthlink.net/~craigjwjr/index.html

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Message no. 3
From: Duncan McNeill-Burton <Dreadnaut1@***.COM>
Subject: Re: Vindicator Mini-Gun (Suppressive Fire??)
Date: Sat, 31 May 1997 00:07:44 -0400
the suppressive fire rules are in FoF. you make a ranged attack on full auto,
firing a number of rounds up to your max auto-fire rate spread out over a
number of meters you choose. Then each time a person enters an area you are
suppressing in the next 10 phases, you roll a number of dice equal to the
number of rounds you have fired into that meter wide space. TN is a 4
modified by cover only ( I think, but it might include injury mods ). Every
two successes means one bullet hits the poor schmuck. This is the advantage
of a minigun. you can pour more lead down range than anything else ( except
a supermachinegun ), thus you roll more dice when the baddies pop up, and you
are more likely to catch one with a stray round. the damage is minimal
unless they are hideously unlucky, but it gives your people a chance to get
to better firing positions to drop the opposition with short controlled
bursts with less fear of getting picked off in the open.

with these rules, the HVAR really comes inot it's own. it has the same
volume of fire as a minigun on FA, but it can drop down to BF and still fire
acurately.

Later-

Duncan
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: Vindicator Mini-Gun (Suppressive Fire??)
Date: Sat, 31 May 1997 11:33:26 +0100
Rob Harris said on 15:38/30 May 97...

> Alright, I'll bite. Where are the rules for suppressive fire? I'm afriad I am not
> familiar with that rule (although it sounds really cool!).

In short, you decide on how wide an area you want to suppress, then roll a
number of dice equal to the number of rounds fired divided by the area
width (in meters), against a TN of 4 modified only for cover and
attacker's wounds. Every 2 successes means one bullet hits.
Roll this test for everyone who comes into the area during the 10 Combat
Phases after the firer started spraying bullets into it.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Wat u bent, dat is niets anders dan de herinnering aan uzelf.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 5
From: Lorden <westln@***.EDU>
Subject: Re: Vindicator Mini-Gun (Suppressive Fire??)
Date: Sat, 31 May 1997 06:39:25 -0400
Since suppresive fire came up, I have a question related to it
and initiative. Lets say you have a slow guard initiative in the
single digits always. His only action every turn is to hold down
the trigger on his mini gun. Infact he never plans to take his
finger off the trigger.

>From 9 down till the end of the turn you have him surpressive
fire. In the next turn do you have surpressive fire before 9?

I'n the game I'm running, if the guard is only holding down the
trigger, I give him surpressive fire until he lets go of the
trigger. I also have him consume more ammo for doing this. I
don't let him change his action or react to changes until his
initiative comes up though.

What do you do for people who just want to hold down the
trigger on FA weapons across turns?


--
Nigel westln@***.edu
AKA C. Yossarrian, UPAC Projectionist
AKA Lorden
Speaking for myself, and no one else.
Message no. 6
From: Gurth <gurth@******.NL>
Subject: Re: Vindicator Mini-Gun (Suppressive Fire??)
Date: Sun, 1 Jun 1997 10:02:07 +0100
Lorden said on 6:39/31 May 97...

> Since suppresive fire came up, I have a question related to it
> and initiative. Lets say you have a slow guard initiative in the
> single digits always. His only action every turn is to hold down
> the trigger on his mini gun. Infact he never plans to take his
> finger off the trigger.
>
> From 9 down till the end of the turn you have him surpressive
> fire. In the next turn do you have surpressive fire before 9?

I'd say there is still suppressive fire in the first Combat Phase of the
next turn, but nothing after that until the character gets an action
again, at which point he/she can decide to either burn some more ammo in
suppressive fire, or do something else entirely.

My reasoning for this is FoF page 78: "Each round fired effectively covers
a 1-meter area for 10 Combat Phases." It doesn't have anything to do with
the firer's Initiative total, except of course for deciding when the
suppressive fire _starts_. The next10 Combat Phases the character is
shooting.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Wat u bent, dat is niets anders dan de herinnering aan uzelf.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 7
From: "J. Keith Henry" <Ereskanti@***.COM>
Subject: Re: Vindicator Mini-Gun (Suppressive Fire??)
Date: Sun, 1 Jun 1997 04:07:03 -0400
In a message dated 97-06-01 04:05:40 EDT, gurth@******.NL (Gurth) writes:

<<
I'd say there is still suppressive fire in the first Combat Phase of the
next turn, but nothing after that until the character gets an action
again, at which point he/she can decide to either burn some more ammo in
suppressive fire, or do something else entirely.

My reasoning for this is FoF page 78: "Each round fired effectively covers
a 1-meter area for 10 Combat Phases." It doesn't have anything to do with
the firer's Initiative total, except of course for deciding when the
suppressive fire _starts_. The next10 Combat Phases the character is
shooting.

>>
Very good call, but if it were me, I would have made sure the guard had some
back...NPC's always seem to need help.
-Keith

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