damosan@xxxxxxxxxxx wrote:
I think you're mixing the ideas of suppresive fire vs. being
suppressed. You can do suppresive fire in FMA-S easily enough
assuming your GM allows you to do so. For example...
Help! Help! I'm being suppressed!
OK, that makes sense. I was combining both into the same mechanic
but they are being handled differently. The act of being suppressed
has an actual rule behind it, where suppressive fire is just an
special, non-standard action.
You have a mounted LMG with spare barrels, a case of cold beer, a
dedicated secondary gunner, and many belts of ammo.
If *I* was the GM I'd allow you, as an action, to turn the gun on
and lay suppresive fire towards some distant target forming a cone
from the barrel of the gun to the target. Any figure activating in
this cone has a chance to get splattered. As the GM I'd fudge the
firepower roll to sort of model the fact that you arn't going for
accurate fire but to lay out enough lead to have people keep their
heads down. I'd further modify this number based on the lay of the
gun and the final target.
Are you doing grazing fire? Plunging fire? Are you shooting up at
the target area? Anyway that's all GM fudging at that point.
Understood :)
With that said...
If you have enough stress markers the chance of passing your
activation test becomes as close to zero as you can get. The
affect is worse than it was in the '99 set.
Just to make sure I have this right ... each time you are stressed
you get a marker. When the model tries to activate, a test must be
made modified by the number of stress markers. If the model passes
the test, the stress counters go away and it can make actions
normally. If the model doesn't pass the test, they don't get their
normal activation. Does a failure mean a rout, or just a loss of
activation?