Re: Automatic weapons in SDC worlds
Posted: Thu Dec 11, 2008 5:12 pm
The problem is what is "full auto fire" and how do you want to present it within the game. If you make it too enticing, then nobody does anything else.
I generally define "full auto fire" as a continual stream of bullets at a single target. I use the burst damage rules, but I give the character a bonus to hit with each action aka +2 to second action spent firing on same target, +3 to third action, +4 to fourth action, and each hit does burst level damage. I also allow the gunner to negate the bonus in exchange for sweeping an area with the full auto weapon to target multiple foes OR lay down a covering fire.
However, I keep recoil in mind as well so strength of the character may come into play if the full auto weapon is not mounted. Depending on the weapon, they will have to make a PS roll to see if they lose control of the autofire which they would never had to do if they just fired bursts.
Beware really strong Nightbane carrying M-60s...
I generally define "full auto fire" as a continual stream of bullets at a single target. I use the burst damage rules, but I give the character a bonus to hit with each action aka +2 to second action spent firing on same target, +3 to third action, +4 to fourth action, and each hit does burst level damage. I also allow the gunner to negate the bonus in exchange for sweeping an area with the full auto weapon to target multiple foes OR lay down a covering fire.
However, I keep recoil in mind as well so strength of the character may come into play if the full auto weapon is not mounted. Depending on the weapon, they will have to make a PS roll to see if they lose control of the autofire which they would never had to do if they just fired bursts.
Beware really strong Nightbane carrying M-60s...