Overview
Rolling once for every shot fired slows play down, and is based on the general misconception that each shot fired should necessarily consitute separate uses of a skill.
These rules aim to turn each attack action, as opposed to each bullet fired, into a skill use event. One attacker, one target, one roll.
The same rules apply to all direct fire attacks, no matter if it's a sniper firing a single round, a pistol firing a few shots or a machinegun firing dozens.
Rate of Fire and Shots Fired
The listed RoF for a weapon is the maximum number of shots that can be fired in a single fire action. Before the attack is resolved, the attacker declares how many shots to fire in the attack. This can be any number from 1 to the weapon's listed RoF. Multiple shots increase hit probability by giving the attacker a bonus based on the number of shots fired in the attack:
ReviewUs I feel the RoF bonuses should not go to accuracy; this encourages autofire at extreme range and against targets under heavy cover, which is generally the territory of the sniper. Autofire is something you use against multiple targets in open terrain, or when fighting cyborgs and other heavily armored targets and want a lot of ricochets. In fact, in most action movies (Cyberpunk included, autofiore is more a kind of social interaction than a real attack; you never, ever hit a hero with autofire, but you do force them to duck. That can be reflected by the d20 modern effect; low accuracy, high damage, can be negated with active defense. StarFox Actually, on further consideration, perhaps something from Twiloight 2000 can be used; aiming and firing are two different actions. Firing without aiming is hopelessly inaccurate against targets in cover, but when aiming, you are in danger and must dodge (or perhaps make a cool roll to keep aiming). This would reintroduce fire as a defensive action, even if it was out-of-turn. However, this is a much more drastic change and is presented more as a wild idea. StarFox
Well a goob observation, although swedish military doctring suggests longer bursts with HMG on longer range to acually boost the chance of hitting something. Se we will just bump the outcome needed for an extra bullet to hit from medium and up. Wich would still give the effects of autofire we desire, wich is deadly at close range. And as a comment to "the hero thingy" This is a dark future there is no heroes just not so bad people.Azzad
| Shots | Bonus |
| 1 | +0 |
| 2-3 | +1 |
| 4-6 | +2 |
| 7-9 | +3 |
| 10-14 | +4 |
| 15-19 | +5 |
| 20-29 | +6 |
| 30-39 | +7 |
| 40-49 | +8 |
| 50-74 | +9 |
| 75+ | +10 |
(play test pending)
Multiple Hits
For every full 5 points of success margin, the attack yields one multiple hit result. Regardless of success margin, a succesful roll means one bullet has hit the target. Any multiple hits are in addition to this first hit.
Each MH result adds a number of hits indicated by the MH class of the weapon. Although mainly determined by RoF, MH also represents the controlability of the weapon. MH for an individual gun may be improved through modifications.
In situations where a target is struck by large numbers of bullets, it may be practical to use non-random average damage rather than rolling the damage of each individual hit. It is recommended you use half the die maximum, for quickest result.
MH has 4 classes:
- 1, Semi- and non-automatics; revolvers, self-loaders, multi-barrel
- d3, Low auto RoF; machineguns, battle rifles, heavy SMGs
- d6, Medium auto RoF; assault rifles, SMGs
- d10, High auto RoF; light SMGs, gatlings
Also note that naturally, the attack can not score more hits than the number of bullets fired.
You really need to add an example that explains this. As I understand it, it would be possible to squeeze off three rounds from a pistol, and get 3 MH results if you get a margin of +15, thus getting three hits. This seems a contrary to the no multiple action rules. --Urban
< Orka skriva på engelska i kommentarerna :P
Tanken är i ufr att anfalla ett mål är en action, sen finns det en stat på vapnet du anfaller med som anger hur många kulor du skjuter. Sedan så beroende på hur stor marginal du träffar med fastnar fler kulor i målet. Inga multiactions här inte. Azzad
