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From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: More Supressive Fire
Date: Fri, 11 Dec 92 03:52:06 CET
Here's one more set of Surpressive fire rules. It was written by a friend of
mine named Steve Huth and mangled to fit into SRII by myself. Hope it helps.

Covering Fire:
What, exactly, does one do with a weapon on full auto in Shadowrun? According
to the basic rules, not much. Three round burst are so much more efficient and
useful that full auto is pretty rare. But there is a reason why so many weapons
operate on full auto: Suppression/Cover Fire. Use the following fule additions,
if you wish.
A weapon can provide cover fire if it is capable of full autofire and is
firing more than half its ROF. Note that SMG's cannot be used to provide cover
fire. Use it when you want to scare the enemy into keeping his head down, for
example, when your teammates are moving in the open. On his action, a player
must state that his character is using cover fire, and designate a target area.
should any target appear in this area after the player's action, and before
the player's next action, there is a chance that the target will be hit by the
spray of bullets. This attack is resolved before any other action that phase,
and takes affect immediately.
The player useing covering fire rolls a Firearms success test against a base
target number of 16 - # of rounds fired (don't get in the way of Machineguns
and Vindicators). There are no recoil mods (you are letting the fire spread,
rather than trying to control it). Movement modifiers for the attacker are
doubled, but the defender's movement is irrelevant. An additional range
penality of +3 is applied for every range catagory, starting at 0 for short,
going to +9 at extreme range. Smartguns and laser sights do not help (no
specific aiming point). Miniguns get an additional -4 bonus to hit, probably
offsetting every other penality (you can even hit while defaulting!). The
target can not use his combat pool to dodge if he moves into the field of fire,
but he can use it to resist damage or when leaving the field of fire (that's
why people don't go through doors that are being surppressed).
The base fire zone is 2m by 2m at short range, 3x3 at medium, 4x4 at long, and
5x5 at extreme. Target areas smaller that his get a bonus of -1 for each
halving of the area. Target areas larger get a penality of +2 for each doubling
of the area. The player can change the dimensions, within reason (4x1 at short
for an example), but you can't get to specific (then it's a regular shot).
The bullets are fired wheater any a targets appear or not.
If an attack hits most of the bullets will miss that target. For each success
one bullet hits the target. For each successful combat pool die (base PF) one
bullet is dodged. Damage is determined by number of bullets remaining using
standard autofire rules (+1 PF per bullet, +1 DC/3 bullets rounded down).

See Ya in Shadows,
Jason J Carter
The Nightstalker

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.