There are three ways to use automatic weapons. The three
round burst is used to put multiple shots on a
single target at any range. Full Auto is
used to deliver a lot of bullets at close range to one or
more targets. Suppresslve fire is used
to force an opponent to keep his head down or risk taking
a slug. Each form has its own advantages and
disadvantages in combat, and the smart street warrior
knows when to use the right technique for the right job.
Three Round Burst
The three round burst is a setting
used on most automatic weapons to conserve ammunition and
improve accuracy. The three round burst gives you an
automatic +3 to hit advantage at certain ranges. The
attack is made as one action. If successful, roll 1D6/2
to see how many rounds actually hit the target. This
technique may only be used against single targets.
3 ROUND BURST = +3,
CLOSE & MEDIUM ONLY |
Full Auto
This attack is best used to cover a wide range of
targets or to make sure a single target is dead, dead,
dead. A weapon on full auto is a bucking bronco; hard to
hold on a target more than a few meters away. Using a
scope or taking aim is also impossible. Therefore, range
is critical in the full auto technique.
The full auto option is based on the
rate of fire (ROF) of the weapon. If attacking more than
one target, you must divide the ROF of the weapon by the
total number of targets (round down), then roll for each
target individually.
FULL
AUTO RULES |
At Close
Range: |
For every 10
rounds fired at Close range, add 1 to your Attack
Total. |
At Medium,
Long and Extreme Ranges: |
For every 10
rounds fired at Medium, Long and Extreme ranges,
subtract 1 from your Attack Total. |
For every point of success over the
required to Hit roll, one round hits the target, up to
the maximum ROF for the weapon.
NUMBER OF HITS = #
POINTS > THAN TO HIT NUMBER |
Suppressive Fire
Suppressive fire is used to cover an
area (called a fire zone) with bullets,
making the area hazardous to pass through. All targets
entering or crossing the fire zone during this attack
must make a "save" against taking a bullet by
rolling their Athletics Sklll + REF + 1D10
and beating a save number. A failed save means the target
takes 1D6 rounds, each randomly located.
This save number is determined by dividing the total
number of bullets fired by the width of the fire zone.
Example: 64 rounds into a 2 meter area would
require a save of 32 or higher. 64 rounds into a 5 meter
area would require a save of 12 or greater.
SAVE = NUMBER OF ROUNDS
DIVIDED BY THE WIDTH OF THE FIRE ZONE IN METERS |
You may overlap the fire zones of more
than one weapon, dividing the total number of shots to
determine the save number. For example, two Uzis with an
ROF of 32 would place 64 bullets into the fire zone.
Two rules are immediately apparent with suppressive
fire. First, it's only useful when you can fire a LOT of
rounds into a small space. This means teams should
coordinate their actions and fire at the same time,
placing the maximum number of rounds into the fire zone.
Also, the fire zone should be a tight as possible (the
minimum width of a tire zone is two meters).
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