When using automatic fire, a weapon is more difficult to control, but increases the chances of hitting the target by sheer volume of fire. These two often balance each other out, but at the cost of expending large amounts of ammunition.
AMMUNITION IS KEY!
PLAYERS USING AUTOMATIC FIRE MUST TRACK THEIR OWN AMMO USE.
THEY MUST POST THE METHOD OF FIRE and AMMUNITION LEFT -- EVERY TIME THEY ATTACK!
NO EXCEPTIONS!!
Burst Fire
-- MUST be declared in Skill Declaration, or the GM is not required to provide bonuses.
The most common and diciplined version of automatic fire. Burst Fire is a way to increase accuracy and the chance of doing damage to a single target, at the cost of expending large amounts of ammunition to do so.
Single Attack Action (Ranged) against a specific target enemy.
May make up to 2 Burst Fire actions per round (3 with Rapid Shot).
Select a number of shots to fire at a single target, then roll BLASTER or FIREARMS (or other appropriate ranged skill) once.
For every 3 shots fired at the target during the burst, add +1D to the attack roll.
Normal penalties for multiple actions and switching targets apply.
Will only work for 'bolt' type energy shots. Will not work with Stun Coils.
Called Shots using Burst Fire may only be made on objects of Speeder scale or larger.
Player MUST declare how much ammunition will be left after completing this action.
EXAMPLE:
Player_X has a Blaster skill of 4D , and an Automatic-capable blaster rifle. The rifle's power pack holds 100 shots and has a damage of 5D.
The Stormtrooper has 20 Hit Points, a Dodge of 4D, and a Willpower of 2D.
The Stormtrooper Squad Leader has 25 Hit Points, a Dodge of 4D, Willpower of 3D, and Command of 3D.
All of the stormtroopers have armor of 2D Physical/2D Energy.
GM: There are 5 stormtroopers standing behind some crates 10 meters down the hallway from you.
GM: Player turn.
Player_X aims his rifle down the hallway at the leftmost trooper, and fires a 3 shot burst at the trooper.
PlayerX:
Player_X: 5d6 -- 2 1 2 6 6 -- Total: 17
GM: The stormtrooper attempts to dodge.
GM: 4d6 -- 2 3 2 1 -- Total: 8
GM: The stormtrooper is hit. Roll Damage +1D.
Player_X:
Player_X: 6d6 -- 2 3 4 4 1 6 -- Total: 20
GM: The stormtrooper is hit for 20 damage. Rolling armor for the Stormtrooper (2D Energy).
GM: 2d6 -- 4 1 -- Total: 5
GM: The Stormtrooper takes 15 Damage, and has 5 Hit Points left.
Autofire
-- MUST be declared in Skill Declaration, or the GM is not required to provide bonuses.
A very undisciplined and inefficient area-of-effect attack. This is simply holding the trigger down and letting it rip for the entire round, with the intent to hit everything in the declared area of effect.
FULL ROUND action. No other offensive or move actions allowed.
Expends 1/3 of your total ammunition in clip/magazine/power pack.
It is not possible to make a "Called Shot" when using Automatic fire.
Will only work for 'bolt' type energy shots. Will not work with Stun Coils.
Player MUST declare how much ammunition will be left after completing this action.
Add +1D to your attack roll per 10 shots expended.
Attack Penalty: None, Anything within declared area of fire is a target.
EXAMPLE: (continued during the next round)
ª Player_X holds down the trigger, spraying continuous fire at the last stormtrooper he already shot, as well as the other two stormtroopers next to him.
Player_X: 5d6 -- 6 2 3 5 5 -- Total: 26 Bonus: 5
GM: The three stormtroopers attempt to dodge.
GM: 4d6 -- 3 6 1 6 -- Total: 16
GM: 4d6 -- 5 4 4 4 -- Total: 17
GM: 4d6 -- 5 5 4 1 -- Total: 15
GM: You hit all three targets. Roll Damage three times, each with the following: +2D, +1D, +2D
Player_X:
Player_X: 7d6 -- 4 5 5 1 3 6 2 -- Total: 26
Player_X: 6d6 -- 2 5 1 3 2 4 -- Total: 17
Player_X: 7d6 -- 6 3 4 4 5 5 2 -- Total: 31 Bonus: 2
GM: Stormtroopers rolling armor.
GM: 2d6 -- 5 4 -- Total: 9
GM: 2d6 -- 6 5 -- Total: 12 Bonus: 1
GM: 2d6 -- 2 2 -- Total: 4
GM: The first Stormtrooper is hit for 17 damage, and is killed.
GM: The second is hit for only 5 damage, and now has 15 Hit Points left.
GM: The third Stormtrooper is hit for 27 damage, and is killed instantly.
Suppressing Fire
This is a different mode of attack, only available to weapons using automatic fire. This kind of attack exchanges damage for the possibility of causing Fear in the enemy, making it more difficult for them to move and/or attack.
Suppressing Fire may be used with either Burst Fire, or with Autofire.
Also known as Suppression, Suppressive Fire, Covering Fire, Pin-down, Overwatch, or other terms.
Attacker gives up the normal possibility of damage.
Target rolls WILLPOWER to defend from Suppressing fire. (This is a Fear based attack)
A target's commander or leader may use an action and roll COMMAND, to add the result to the target's WILLPOWER to Suppressing fire.
Bonuses to player rolls via the LEADERSHIP advanced skill may also be applied, if the leader attempts to assist them in resisting suppressing fire.
Accidental hits are possible. Normal Damage is rolled, and only when the enemy rolls a RANDOM COMPLICATION (of any kind) when defending.
Burst Fire Suppression: For every 3 rounds fired at the target enemy, increase Attack roll by +1D.
Auto Fire Suppression: For every 10 rounds fired at target area, increase Attack roll by +1D.
If the attack beats an affected target's defense by 1-4, the target(s) are "Suppressed"
If the attack beats an affected target's defense by 5-9, the target(s) are "Pinned"
If the attack beats an affected target's defense by 10+, the target(s) are "Routed"
EXAMPLE: (continued the next round)
GM: There are 3 stormtroopers remaining. The one in the center is the Squad Leader, with a Stormtrooper on either side of him.
Player_X aims at the left remaining trooper, and fires a 3 shot burst of fire at the Stormtrooper, attempting to make him dive for cover.
Player_X: 5d6 -- 5 6 5 3 4 -- Total: 23
GM: Stormtrooper rolling Willpower.
«@GameMaster» GameMaster: 2d6 -- 5 4 -- Total: 9
GM: The Stormtrooper would normally be Routed and run away, but his Squad Leader grabs his arm and orders him to stand his ground. Squad Leader rolling Command
GM: 3d6 -- 6 4 1 -- Total: 22 Bonus: 11
GM: The Squad Leader is able to encourage his subordinate, and the Stormtrooper ignores the suppressing fire completely. No damage.
(Unable to spend a full round on a more powerful Autofire, Player_X waits until Next Round)
GM: The 3 Stormtrooopers are still standing there.
Player_X starts firing on full auto, trying to suppress all three stormtroopers at once with a blistering hail of gunfire.
Player_X:
Player_X: 5d6 -- 2 3 3 2 1 -- Total: 11
GM: Squad Leader and Stormtroopers rolling Willpower.
«@GameMaster» GameMaster: 3d6 -- 3 1 3 -- Total: 7
«@GameMaster» GameMaster: 2d6 -- 1 6 -- Total: 7 Re-roll: 6 (RANDOM COMPLICATION)
«@GameMaster» GameMaster: 2d6 -- 4 2 -- Total: 6
GM: The Squad Leader would have rallied his squad members, but is interrupted and is Suppressed.
GM: All Three dive for cover behind the crates they are standing behind.
GM: The Squad Leader is Suppressed.
GM: The first, injured Stormtrooper is also Suppressed, as well as hit by a stray shot. (Roll Damage once).
GM: The second Stormtrooper is pinned down, unable to move much. (1/5 Move and no attacks, while Pinned)
Player_X:
Player_X: 5d6 -- 5 2 2 2 2 -- Total: 13
GM: Rolling injured Stormtrooper's armor.
GM: 2d6 -- 2 6 -- Total: 8
GM: Injured Stormtrooper takes 5 more damage, and now has 10 Hit Points left.
Suppression Levels:
"Suppressed" - Someone who is Suppressed will dive for cover, interrupting their current or intended action. They lose 1 action during their next turn.
"Pinned" - Someone who is Pinned will stay in available cover. They may only move up to 1/5 of their total Move score in the round, and lose 2 actions during their next turn.
"Routed" - Someone who is routed will attempt to run away at all costs, even under fire. They lose all actions except Move, which remains normal, and must roll dodge at -2D.
Automatic Fire Damage
-- Burst Fire or Autofire MUST be declared in Skill Declaration, or the GM is not required to provide bonuses.
Damage done by a burst fire or autofire attack is calculated as follows.
No change to damage if the attack beats the defense by less than 5.
Add +1D to Damage if the attack beats the defense by 5. (Requires at least 3 shots fired)
Add +2D to Damage if the attack beats the defense by 10. (Requires at least 6 shots fired)
Add +3D to Damage if the attack beats the defense by 15. (Requires at least 10 shots fired)
Reloading
Reloading takes 2 normal actions in a round.
This means that unless you have the Rapid Shot advanced skill, you normally will have to wait until the next round in order to attack again.
Automatic Fire FAQ
Q) Isn't it more efficient to fire a single shot at each target?
A) YES. You will gain more damage per shot expended. You are sacrificing a lot more ammo, to gain a relatively small bonus to attack and possible damage.
Q) Shouldn't multiple hits just multiply the damage done per hit?
A) NO. While you are increasing the possibility of damage by hitting multiple times, these hits are more likely to be inaccurate hits or grazes, rather than good, solid hits.
Q) Won't this make more work for the GM, keeping track of ammo usage?
A) NO. The player is responsible for accurately keeping track of their ammunition. If the GM finds that they are not doing so effectively, they will not be allowed to use Automatic fire until they prove they can do so.
AMMUNITION IS KEY!
PLAYERS USING AUTOMATIC FIRE MUST TRACK THEIR OWN AMMO USE.
THEY MUST POST THE METHOD OF FIRE and AMMUNITION LEFT -- EVERY TIME THEY ATTACK!
NO EXCEPTIONS!!
Burst Fire
-- MUST be declared in Skill Declaration, or the GM is not required to provide bonuses.
The most common and diciplined version of automatic fire. Burst Fire is a way to increase accuracy and the chance of doing damage to a single target, at the cost of expending large amounts of ammunition to do so.
Single Attack Action (Ranged) against a specific target enemy.
May make up to 2 Burst Fire actions per round (3 with Rapid Shot).
Select a number of shots to fire at a single target, then roll BLASTER or FIREARMS (or other appropriate ranged skill) once.
For every 3 shots fired at the target during the burst, add +1D to the attack roll.
Normal penalties for multiple actions and switching targets apply.
Will only work for 'bolt' type energy shots. Will not work with Stun Coils.
Called Shots using Burst Fire may only be made on objects of Speeder scale or larger.
Player MUST declare how much ammunition will be left after completing this action.
EXAMPLE:
Player_X has a Blaster skill of 4D , and an Automatic-capable blaster rifle. The rifle's power pack holds 100 shots and has a damage of 5D.
The Stormtrooper has 20 Hit Points, a Dodge of 4D, and a Willpower of 2D.
The Stormtrooper Squad Leader has 25 Hit Points, a Dodge of 4D, Willpower of 3D, and Command of 3D.
All of the stormtroopers have armor of 2D Physical/2D Energy.
GM: There are 5 stormtroopers standing behind some crates 10 meters down the hallway from you.
GM: Player turn.
Player_X aims his rifle down the hallway at the leftmost trooper, and fires a 3 shot burst at the trooper.
PlayerX:
Player_X: 5d6 -- 2 1 2 6 6 -- Total: 17
GM: The stormtrooper attempts to dodge.
GM: 4d6 -- 2 3 2 1 -- Total: 8
GM: The stormtrooper is hit. Roll Damage +1D.
Player_X:
Player_X: 6d6 -- 2 3 4 4 1 6 -- Total: 20
GM: The stormtrooper is hit for 20 damage. Rolling armor for the Stormtrooper (2D Energy).
GM: 2d6 -- 4 1 -- Total: 5
GM: The Stormtrooper takes 15 Damage, and has 5 Hit Points left.
Autofire
-- MUST be declared in Skill Declaration, or the GM is not required to provide bonuses.
A very undisciplined and inefficient area-of-effect attack. This is simply holding the trigger down and letting it rip for the entire round, with the intent to hit everything in the declared area of effect.
FULL ROUND action. No other offensive or move actions allowed.
Expends 1/3 of your total ammunition in clip/magazine/power pack.
It is not possible to make a "Called Shot" when using Automatic fire.
Will only work for 'bolt' type energy shots. Will not work with Stun Coils.
Player MUST declare how much ammunition will be left after completing this action.
Add +1D to your attack roll per 10 shots expended.
Attack Penalty: None, Anything within declared area of fire is a target.
EXAMPLE: (continued during the next round)
ª Player_X holds down the trigger, spraying continuous fire at the last stormtrooper he already shot, as well as the other two stormtroopers next to him.
Player_X: 5d6 -- 6 2 3 5 5 -- Total: 26 Bonus: 5
GM: The three stormtroopers attempt to dodge.
GM: 4d6 -- 3 6 1 6 -- Total: 16
GM: 4d6 -- 5 4 4 4 -- Total: 17
GM: 4d6 -- 5 5 4 1 -- Total: 15
GM: You hit all three targets. Roll Damage three times, each with the following: +2D, +1D, +2D
Player_X:
Player_X: 7d6 -- 4 5 5 1 3 6 2 -- Total: 26
Player_X: 6d6 -- 2 5 1 3 2 4 -- Total: 17
Player_X: 7d6 -- 6 3 4 4 5 5 2 -- Total: 31 Bonus: 2
GM: Stormtroopers rolling armor.
GM: 2d6 -- 5 4 -- Total: 9
GM: 2d6 -- 6 5 -- Total: 12 Bonus: 1
GM: 2d6 -- 2 2 -- Total: 4
GM: The first Stormtrooper is hit for 17 damage, and is killed.
GM: The second is hit for only 5 damage, and now has 15 Hit Points left.
GM: The third Stormtrooper is hit for 27 damage, and is killed instantly.
Suppressing Fire
This is a different mode of attack, only available to weapons using automatic fire. This kind of attack exchanges damage for the possibility of causing Fear in the enemy, making it more difficult for them to move and/or attack.
Suppressing Fire may be used with either Burst Fire, or with Autofire.
Also known as Suppression, Suppressive Fire, Covering Fire, Pin-down, Overwatch, or other terms.
Attacker gives up the normal possibility of damage.
Target rolls WILLPOWER to defend from Suppressing fire. (This is a Fear based attack)
A target's commander or leader may use an action and roll COMMAND, to add the result to the target's WILLPOWER to Suppressing fire.
Bonuses to player rolls via the LEADERSHIP advanced skill may also be applied, if the leader attempts to assist them in resisting suppressing fire.
Accidental hits are possible. Normal Damage is rolled, and only when the enemy rolls a RANDOM COMPLICATION (of any kind) when defending.
Burst Fire Suppression: For every 3 rounds fired at the target enemy, increase Attack roll by +1D.
Auto Fire Suppression: For every 10 rounds fired at target area, increase Attack roll by +1D.
If the attack beats an affected target's defense by 1-4, the target(s) are "Suppressed"
If the attack beats an affected target's defense by 5-9, the target(s) are "Pinned"
If the attack beats an affected target's defense by 10+, the target(s) are "Routed"
EXAMPLE: (continued the next round)
GM: There are 3 stormtroopers remaining. The one in the center is the Squad Leader, with a Stormtrooper on either side of him.
Player_X aims at the left remaining trooper, and fires a 3 shot burst of fire at the Stormtrooper, attempting to make him dive for cover.
Player_X: 5d6 -- 5 6 5 3 4 -- Total: 23
GM: Stormtrooper rolling Willpower.
«@GameMaster» GameMaster: 2d6 -- 5 4 -- Total: 9
GM: The Stormtrooper would normally be Routed and run away, but his Squad Leader grabs his arm and orders him to stand his ground. Squad Leader rolling Command
GM: 3d6 -- 6 4 1 -- Total: 22 Bonus: 11
GM: The Squad Leader is able to encourage his subordinate, and the Stormtrooper ignores the suppressing fire completely. No damage.
(Unable to spend a full round on a more powerful Autofire, Player_X waits until Next Round)
GM: The 3 Stormtrooopers are still standing there.
Player_X starts firing on full auto, trying to suppress all three stormtroopers at once with a blistering hail of gunfire.
Player_X:
Player_X: 5d6 -- 2 3 3 2 1 -- Total: 11
GM: Squad Leader and Stormtroopers rolling Willpower.
«@GameMaster» GameMaster: 3d6 -- 3 1 3 -- Total: 7
«@GameMaster» GameMaster: 2d6 -- 1 6 -- Total: 7 Re-roll: 6 (RANDOM COMPLICATION)
«@GameMaster» GameMaster: 2d6 -- 4 2 -- Total: 6
GM: The Squad Leader would have rallied his squad members, but is interrupted and is Suppressed.
GM: All Three dive for cover behind the crates they are standing behind.
GM: The Squad Leader is Suppressed.
GM: The first, injured Stormtrooper is also Suppressed, as well as hit by a stray shot. (Roll Damage once).
GM: The second Stormtrooper is pinned down, unable to move much. (1/5 Move and no attacks, while Pinned)
Player_X:
Player_X: 5d6 -- 5 2 2 2 2 -- Total: 13
GM: Rolling injured Stormtrooper's armor.
GM: 2d6 -- 2 6 -- Total: 8
GM: Injured Stormtrooper takes 5 more damage, and now has 10 Hit Points left.
Suppression Levels:
"Suppressed" - Someone who is Suppressed will dive for cover, interrupting their current or intended action. They lose 1 action during their next turn.
"Pinned" - Someone who is Pinned will stay in available cover. They may only move up to 1/5 of their total Move score in the round, and lose 2 actions during their next turn.
"Routed" - Someone who is routed will attempt to run away at all costs, even under fire. They lose all actions except Move, which remains normal, and must roll dodge at -2D.
Automatic Fire Damage
-- Burst Fire or Autofire MUST be declared in Skill Declaration, or the GM is not required to provide bonuses.
Damage done by a burst fire or autofire attack is calculated as follows.
No change to damage if the attack beats the defense by less than 5.
Add +1D to Damage if the attack beats the defense by 5. (Requires at least 3 shots fired)
Add +2D to Damage if the attack beats the defense by 10. (Requires at least 6 shots fired)
Add +3D to Damage if the attack beats the defense by 15. (Requires at least 10 shots fired)
Reloading
Reloading takes 2 normal actions in a round.
This means that unless you have the Rapid Shot advanced skill, you normally will have to wait until the next round in order to attack again.
Automatic Fire FAQ
Q) Isn't it more efficient to fire a single shot at each target?
A) YES. You will gain more damage per shot expended. You are sacrificing a lot more ammo, to gain a relatively small bonus to attack and possible damage.
Q) Shouldn't multiple hits just multiply the damage done per hit?
A) NO. While you are increasing the possibility of damage by hitting multiple times, these hits are more likely to be inaccurate hits or grazes, rather than good, solid hits.
Q) Won't this make more work for the GM, keeping track of ammo usage?
A) NO. The player is responsible for accurately keeping track of their ammunition. If the GM finds that they are not doing so effectively, they will not be allowed to use Automatic fire until they prove they can do so.