Quote:
Originally Posted by kcdusk
1. How do you handle automatic fire against targets?
Under V2.2 if a weapon has a ROF of 5, then it can fire 5 bursts of 5 bullets each for a total of 25 rounds. Do you roll 25 to hit dice? Do you roll to hit 5 times and adjust the damage for hits? Are you rolling for each person in the "danger zone corridor"?
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Jim has small arms skill 4 and his strength is 5 and he uses Uzi (recoil 5).
Opponents have same initiative and both throw 1D6. Jim throws 6 and opponents throw 4 and 5. Jim fires first.
He shoots two soviets (short range).
For the first burst:
Skill 4+ bonus for burst + 1 + 1d10= 7. He needs at least 6 to hit target. Result is 7 so two bullets hit the first opponent. Opponent dies.
Second burst:
Skill 4+ 1D10+ 1 bonus for burst 1 for recoil it is over his strength= 5 Jim misses his target.
Now Player can shoot extra burst if he wants:
Skill 4+ 1D10+ 1 bonus for burst 2 for recoil 1 extra action= 4 Jim misses target again.
Opponent has same initiative and referee decides he can now shoot back even if Jim has won the initiative throw.
Skill 4+ 1D10+ single shot no bonus 2 under intense fire= 8
Throw random location = he hits Jim in chest. Damage from 3d6 round is 12. Referee throws 11 with 1D20. Result is under 12 and Jim dies.
Range and bonus for automatic fire:
1+ short range, + 0 for medium and long range fire, -1 for extreme range
MG with bipod or tripod:
2+ for short range, no bonus for longer range, -1 for initiative.
area fire from bipod and tripod: normal skill check for distance and use normal V2.0 rules for automatic fire. If player fails skill check burst dont hit target area.
Area fire for smg:s and assault rifles -1 for skill check- use normal V 2.0 rules.