From TWL 2013....
Burst Fire
Some firearms – typically submachine guns, assault rifles,
and machine guns – are capable of firing more than one round with
each trigger pull. The Reflex System treats all such capabilities as
burst fire. A weapon that a character can fire in this manner is
designated with a “B#” notation in its Rate of Fire trait. The “#” is
the number of rounds the weapon fires with each burst (e.g. “B3”
indicates that the weapon fires three-round bursts). A burst can be
applied to any hip, snap, or aimed shot.
When a character fires a burst rather than a single round, the
additional volume of lead he’s sending downrange increases his
chances of hitting the target. A burst attack receives a bonus equal
to the number of additional rounds being fired (e.g. a three-round
burst provides a +2 bonus).
When a burst fire attack hits, it’s possible that more than one
round strikes the target. Roll a number of d6s equal to the number
of additional rounds being fired. Every die result of 1 indicates
another hit on the same hit location that the first round struck.
Every die result of 2 or 3 indicates another hit on a randomlydetermined
hit location. Every die result of 4 through 6 is a clean
miss. Each additional round that hits uses the attack’s overall
margin of success for damage resolution.
Example: Matt makes a burst attack with his AK-47, which has
a Rate of Fire of B4. He’s firing a four-round burst, so he receives
a +3 bonus. Matt’s attack succeeds, so he rolls for hit location for
the first round, then rolls 3d6. The dice come up 1, 3, and 4. Matt
hits the target with two additional rounds: one in the same location
as the first, and another in a randomly-determined location.
The fourth bullet misses entirely. Matt marks off four rounds
from his magazine.
A burst always expends a number of rounds equal to those
being fired – bullets don’t magically multiply. For example, a four round
burst always consumes four rounds. If a weapon doesn’t have
enough ammunition remaining for a full burst, the burst empties
the weapon and is resolved with the actual number of rounds
fired. Thus, if a character uses a weapon with a B5 rate of fire to
fire a burst, but the weapon only has three rounds remaining, the
resulting attack is treated as if the weapon had only a B3 rate of fire.
Recoil
All firearms are subject to recoil, the momentum that the
explosion of a cartridge’s propellant imparts to the gun. For the
shooter, the primary effect of recoil is to jerk the gun off-target,
which makes rapid subsequent shots more difficult. Any weapon
with a Recoil value is subject to the following rules.
Single Shots
Every time a character makes an attack with a firearm,
compare the gun’s Recoil to the shooter’s Muscle. If Recoil exceeds
Muscle, the character’s next action suffers a penalty equal to the
difference. This applies only if the next action is a hip shot or snap
shot with the same weapon.
Example: Matt has Muscle 9. As his first action of this exchange
of fire, he fires an aimed shot with a .300 Winchester Magnum
hunting rifle (Recoil 13). This attack suffers no penalty. Matt
then makes a second attack, this one a snap shot. The second attack
is subject to a recoil penalty of –4 (the difference between
Matt’s Muscle and the weapon’s Recoil). Matt reloads, then
makes a third attack, again a snap shot. Because of the intervening
action between the second and third attack, the third attack
suffers no recoil penalty.
Burst Fire
Any attack using burst fire is subject to recoil. Even the
slowest-firing automatic weapon has a cyclic rate high enough to
unleash the second bullet before the shooter can compensate for
the recoil of the first. When a character fires a burst attack, add the
number of rounds in the burst to the weapon’s Recoil value. If this
modified Recoil exceeds the shooter’s Muscle, the attack suffers a
penalty equal to the difference. This is in addition to any effect the
weapon’s modified Recoil has on any following attack.
Example: Matt returns to using his trusty AK-47. His Strength of
9 exceeds the weapon’s Recoil of 7, so he suffers no recoil penalty
for single shots. However, if he fires a four-round burst, the AK-
47’s modified Recoil value will be 11, so he will suffer a –2 penalty
(the difference between his Muscle and the weapon’s burst Recoil).
Copyright © 2008 by 93 Games Studio.
All rights reserved. Printed in Canada.
Except for the purposes of reviews, reproduction without the written permission of 93 Games Studio is expressly forbidden. No part of this publication may be reproduced, by any form or by any means, without the prior written permission of 93 Games Studio. Character sheets and other game aids contained in this book may be reproduced for personal use. All characters, names, places and text herein are copyright by 93 Games Studio.
Twilight: 2013 is based on Twilight: 2000 by Game Designers’ Workshop, and is published under license. The mention of or reference to any companyor product in this product is not a challenge to any trademark or copyright concerned.
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Each day I encounter stupid people I keep wondering... is today when I get my first assault charge??
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