From: jtd@world.std.com (Jonathan T Drummey)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII:  hosing with autofire
Date: 25 Jan 93 00:04:30 GMT
Organization: The World Public Access UNIX, Brookline, MA

In article <C1BJJy.G1H@visix.com> gray@visix.com (Gray Jones) writes:
>
>What if I don't try and aim my autofire weapon and just
>rake an area?
>
>Would it just count as a bunch of stray bullets with
>targets determined randomly?  I'd like to think so....
>

Depends...  I use three different types of autofire in my bastardized
set of combat rules for SRII (based on SRII, FNFF, and 3G3).  They
are:

Autofire - try to put all your bullets on the target
Walking Fire - use the weapon's recoil to walk bullets into the target.
  this is further divided into slow wal and fast walk
Supression Fire - aka throw bullets downrange and pray.

My rules use weapon ROF's, so the numbers are a bit different.  Here's
a quick conversion to vanilla SRII rules that should work:

Use the standard autofire rules for full-auto.

For slow walking fire, use 1/2 the given autofire recoil mods for
the weapon.  However, halve the bonuses for the number of rounds for the
Power Level and Damage Level as well, since anyone using this mode
is going to lose some bullets.  In addition, the target number for
the roll for stray rounds is reduced by 1.

For fast walking fire, the recoil mods, Power Level bonus and Damage
Level bonus are all at 1/4 the normal autofire amounts.  The target
number for the roll for stray rounds is reduced by 2, so if
there's a potential target at Short Range, he/she/it will almost
always take a stray round or two.

My supression fire rules are almost exactly like those used in
FNFF.  A character declares a fire zone of a certain width in meters
and fires >10 bullets into the zone.  Characters with the same LOS
can combine their efforts.  A player or the GM needs to keep track
of how many rounds have entered the fire zone so far in the turn.
If a character breaks off from supression fire to perform another action,
the rounds the character has fired in the turn are removed from the total.

Any character entering or in the zone after
supression begins must make an Unresisted Quickness Test (plus any
dice from the Combat Pool) against a target number equal to
(the number of bullets fired into the zone so far this turn)/(the
width of the fire zone in meters).  If the character does not
get any successes on this test, he/she/it takes 1D6 rounds for every
multiple of 10 of the target number.  Damage is the base damage
for the weapon type +1D6 successes, if multiple types are used
randomly determine which type hits for each round.  Each character in
the fire zone must make this test at the beginning of each action
he/she/it is in the zone.  Chances for stray rounds are the same as
for fast walking fire.

For example, the most unlucky Ned the streetcleaner has the misfortune
to be crossing an alley during a firefight.  A few street samurai
(and one Physical Adept ;) have pumped 40 rounds into the 2m-wide
space between the dumpster and the building by the time Ned gets to
move.  However, one of the street samurai had fired 10 rounds on his first
action, but was getting low on ammo so on his next action left and
those rounds are removed from the total.
  
Therefore, Ned's target number is 30/2 = 15.  Almost needless to say,
Ned fails and takes 2D6 rounds and probably dies.

Comments are appreciated.

jonathan

--
jonathan drummey
jtd@world.std.com