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FMA AutoFire/Area Attacks

From: "Thomas Barclay" <Thomas.Barclay@s...>
Date: Fri, 16 Jul 1999 11:06:36 -0400
Subject: FMA AutoFire/Area Attacks

1) Digression: The list membership is diverse, wonderful, friendly,
and erudite enough to put up a good argument anytime an interesting
topic arises. Can't ask for better. I've made lots of good friends and
hope to game with many of you as my world travels continue. :)

2) FMA Autofire:

i) Autofire: Bursts and such
Is a fire action. Can be used to spray an area with burst or single
shots (firing multiple times in reasonably quick succession to keep an
opponent down). Area covered - a 60 degree (one hex side) arc in front
of the figure in one range band (chosen by the firer). If LoS is
blocked by nearer targets, obviously the closer range band is where
the attack is resolved. If part of the arc is blocked due to terrain
or some such, then just ignore that part of the arc - assume the spray
is more controlled. This fire can be executed by any type of firearm.
Attack all targets in burst area with unit quality die + FP die
(downshifted two levels). This represents the 'spread the wealth'
approach to firepower. Spraying bursts to suppress, not kill. Rolls of
double 1's on any of these shots is an out of ammo/stoppage (resolved
as however these are resolved...). Note the downshifted FP limits the
range at which spraying is effective to probably the first three RB.
Note a stoppage/ammo out prevents any further attacks until dealt
with.

ii) Full Autofire: Rock 'n' Roll 'n FMA
Is a fire action. Is used to "hose" an area with LOTS of fire. Set the
weapon on full auto, pull the trigger, hose it around, and wait till
the action clicks dry... (Very John Woo). Area covered - 60 degree
arc, 1 RB. Same stiplations for restricted arc and LoS blockages. This
fire can only be executed with autofire capable arms. This represents
anything from massive suppressive fire to 'panic fire'. Any targets in
the arc & RB are attacked by unit quality die + TWO FP dice
(downshifted two levels). Hits are scored on any 2 of the above dice -
don't need to hit with all 3 (it's like normal - you just get an extra
die to roll). If all three dice hit, you've achieved multiple hits -
double the impact roll vs the target (to keep injury resolution to one
roll). Any double 1's (on any of the three dice - autofire runs you
out QUICK) is an out of ammo/stoppage, and if you successfully avoid
this on all targets, then you are out of ammo/stoppaged at the end of
the fire action. The downshifted FP limits the range to probably the
first 3 RB. Note a stoppage/ammo out prevents any further attacks
until dealt with.

These mechanics should allow us to simulate what happens (like in
Predator where Jesse Ventura hoses the forest with his Minigun). It
allows you to "fire away" but it risks ammo out/stoppages more often
AND it is less effective (in terms of individual attacks) though more
satisfactory for area suppression.

Thoughts?

Thomas Barclay
Software UberMensch
xwave solutions
(613) 831-2018 x 3008

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