Edit: I read it some more and I think I get. I'd erase this post but it won't let me. Thanks
Well, too bad you erased your post before I got to read it, because I have a suppressive fire question. This is just to show people that I did try to search ![]()
Say I want to use suppressive firing on two enemies. One has higher (A) initiative than me and the other lower (B). Say A has already spent his action for this phase and does have a free action left. Now it's my turn and I fire at both of them. My understanding is that A can spend his left over free action to drop prone, thus does not need to roll to avoid the suppressive fire. B on the other hand, cannot spend a free action to do so since it's not yet his turn so he has to roll Reaction + Edge to see if he's hit. Now on B's turn, if he doesn't drop prone or take cover but decides to just move away from the suppressive fire, then he's at risk again from the flying lead. In other words, he could potentially need to roll twice. Is this correct?
Free Actions can be taken at any time in the Initiative sequence. Even when its not your turn. You only get one of them for every IP you have, however.
Person A can not actually use his action to fall prone and avoid your fire. If he wants to use his remaining free action, he has to announce that the moment you want to act. But he does not get to know what you are going to do, so he can not react to your action. If he is a mage with mindprobe on you, yes, he could fall prone to avoid your fire, since he knew you would attack this way.
If he is not a mage, he has to wait with falling prone until you are finished with your action and roll his defense roll, since he maybe gets hit.
The exactly same goes for B. He could fall prone if he liked(as mdynna said, free action available even before his initiative phase), but only before you announce your suppressive fire attempt.
Both roll their defense rolls and maybe get damage.
If they "decide to just move away from the suppressive fire" on their next action, they do not have to roll a defense roll this time. That's described on page 144.
(pg. 135 - second paragraph)
"A character may take a Free Action during his own Action
Phase or at some later point in the Initiative Pass. A character
may not take a Free Action prior to his first Action Phase in the
Initiative Pass."
That's why I thought A would be able to drop prone, but not B.
UndeadPoet, I don't think that's correct. I declare my action to do suppressive fire on A and B, and A may declare his free action at this point.
(p. 132 second paragraph under 3.A. Declare Actions)
"Likewise, any character who has already acted in the Combat Turn
prior to this Action Phase and still has his Free Action left may declare it at this point if he chooses."
Okay, then there is a special ruling about using free actions... All other actions, when delayed, have to be declared before the person at whose initiative you wish to act declares his.
In this case, A and B both can fall prone and do not get any damage. Looks like person C who use suppressive fire has fucked up, because he has just emptied his weapon by 20 shells and did not hit anything. The opponents fall prone and shoot him dead right away.
| QUOTE (UndeadPoet @ Apr 21 2006, 10:46 AM) |
| Okay, then there is a special ruling about using free actions... All other actions, when delayed, have to be declared before the person at whose initiative you wish to act declares his. In this case, A and B both can fall prone and do not get any damage. Looks like person C who use suppressive fire has fucked up, because he has just emptied his weapon by 20 shells and did not hit anything. The opponents fall prone and shoot him dead right away. |
I guess I should qualify my scenario. Let's say that I'm firing suppressively in the first action phase of the first combat turn. That means that person B cannot use his free action yet. So in this case, he is at risk of getting hit.
Aaron, you're right. That is the goal of suppressive fire, but I wouldn't be disappointed if I could nail a couple of people who are slow acting
@Aaron: You missed the fact that the opponents still have actions besides their free one they need to let themselves fall to the ground. Still a complex one or two simple actions remaining.
Meaning, they are still able to harm the team.
| QUOTE (Aaron) |
| If that's not what you want to happen, suppressive fire may not be your best option. |
| QUOTE (UndeadPoet) |
| @Hunga: Before you convinced me that you can use free actions as you please, I would have agreed. But since I think you were right, any opponent who has not yet made use of his free action in this initiative phase is able to fall prone. |
| QUOTE |
| (pg. 135 - second paragraph, second sentence) "A character may not take a Free Action prior to his first Action Phase in the Initiative Pass." |
also, dont forget, that iirc, suppressive fire lasts until YOUR next turn, so if they stand up to fire back, they again need to make a defensive roll.
@Hunga: Doh! Okay, got it, thanks.
@Aku: Nothing hinders them from just keeping laying there and firing.
| QUOTE (UndeadPoet) |
| Using my whole phase to hurl twenty bullets at my opponents which, if clever, can avoid all of them. Then it's their turn, and they will not do the same favor I did for them. |
I think the most important point of Suppressive Fire is being missed: it lasts until your next action (or the Combat Turn ends). Basically, it forces everyone in the field of fire to lose one whole IP.
Example:
Initiative order is Corp A, PC Rigger, Corp B, Corp C.
Corp A guy goes and does something.
PC Rigger now begins laying suppressive fire. Assuming Corp A still has a Free action left he can drop prone at that point. Corp B & C and in danger from the suppressive fire for now.
Corp B & C drop prone on their turn, SF is still in effect.
Next IP:
Corp A's turn suppressive fire is still in effect, so he can act but if he gets up he is in danger.
Now its PC Rigger's turn, and the SF ends. But it can be restarted if he/she wants.
Now, granted, Corp A could have delayed his action, stayed prone, and waited to see if PC Rigger would let up on the Suppressive Fire. However, that gives PC Rigger's allies time to do what they need to do (usually escape). The key in using SF is to make sure it happens before or simultaneously to any "covered" actions you want to take. Basically, if you are uber-fast Street Sam but you know Corp Goons go before your Rigger then delay until the Rigger's turn so that he/she can lay down the SF and cover your escape.
EDIT: I see now I'm re-stating what was said above. I'm just more verbose.
As I read it from the rules:
Combat Phase 1
A . shoots random person
Shooter. Use suppression fire in the area occupied by A and B
B. Either Drop prone/cover (no roll), any other movement(or standing
still) (Reaction+edge or take damage)
Combat Phase 2
Suppression fire is still in effect because Shooter has not acted again.
A. Either Drop prone/cover (no roll), any other movement(or standing
still) (Reaction+edge or take damage)
Shooter. Suppresion fire ends, unless you do it again.
...
In this way:
1) _Everyone_ in the suppressed area must drop/cover or risk being hit once.
2) You cannot hit anyone more than once.
Timing it is important, but just because you have the drop on someone doesn't give anyone a particularly huge advangage. Noone takes damage without a chance to act at all because the risk depends on their actions. From the book: "Characters in the suppressed area who do not move other than taking cover or dropping prone are not at risk. (p.144 last sentence)"
Pretending to be a statue doesn't count as "not at risk" however
So, people who are in the field of fire (wow, old book flashback) who have not acted yet are not at risk of injury until their action. That's fair.
| QUOTE (mdynna) |
| Basically, it forces everyone in the field of fire to lose one whole IP. |
| QUOTE (mdynna) |
| Example: Initiative order is Corp A, PC Rigger, Corp B, Corp C. Corp A guy goes and does something. PC Rigger now begins laying suppressive fire. Assuming Corp A still has a Free action left he can drop prone at that point. Corp B & C and in danger from the suppressive fire for now. Corp B & C drop prone on their turn...and have all possibilities of using their remaining actions, as long as they do not involve standing up. Casting spells? Firing weapons? Both possible and possibly very dangerous for Mr. suppressive fire., SF is still in effect. Next IP: Corp A's turn suppressive fire is still in effect, so he can act but if he gets up he is in danger. He can, just like his two companions last phase, choose to keep laying there and fire his guns. Now its PC Rigger's turn, and the SF ends. But it can be restarted if he/she wants. |
From my interpretation you are correct UndeadPoet. Suppression only limits the targets movement, not actions. They can still shoot/cast back from a prone position.
If it limited actions as well it would be incredibly overpowered.
but by limiting movement you can control where the enemy comes from, and potentialy lead them into a crossfire. or pin them down and then drop explosives down on them.
hmm, this thread showed me that my take on free actions where a bit flawed. i had allways understood it as free actions being in unlimited quantity as long as you only took one pr initiative "count". maybe this changed given the slightly alterd way of doing initiative...
| QUOTE (UndeadPoet) | ||
|
It may have been done as a play balance issue? I can see where high initiative plus suppressive fire would be incredibly nasty if the other guy couldn't avoid it because he hasn't gone first.
Corp B and C could not have talked about the weather. They do not get free actions until their turn, which is after the Rigger already layed down suppression fire. At which point they can either drop prone and not take damage, or talk about the weather and take damage.
If you mean A talking about the weather on his free action, then yes. He takes no damage until his next move before the rigger in the next IP, at which point he has the option of either dropping prone/cover, or taking damage.
The rules are an abstraction of combat. It's all happening very fast. He's not just sitting there in the bullets picking his nose.
After rethinking, i agree with dcpirahna.
| QUOTE (dcpirahna) |
| From my interpretation you are correct UndeadPoet. Suppression only limits the targets movement, not actions. They can still shoot/cast back from a prone position. If it limited actions as well it would be incredibly overpowered. |
The only real issue is things that cause people's initive positions to change making them fall out of the suppression timing (never having to roll), or the shooter faller further down causing someone to be in the suppression for 2 IPs, but this can be handled on a case by case basis by the GM in my opinion.
It wasn't mentioned as the first combat phase, but in that case you are right.
James: dcpirahna and I are disagreeing on the timing of when targets need to drop prone to avoid being in danger of suppressive fire. Are you saying that you agree with his interpretation of the rules, that it only needs to be done on the target's turn? Because I'm not buying it. I feel it should be done at the time suppressive fire takes effect, everyone who can clear the area should do it now or roll to see if they are hit.
I feel that only requiring targets to have to drop prone on their turn makes no sense. What if someone is thrown into the area of suppression? Does that person only need to stay down (assuming he didn't land on his feet) to not take potential hit from any bullet? This person would need to make a roll to avoid being hit by suppressive fire if he was willingly diving across himself. Should these two scenarios really be treated differently?
High initiative is powerful, period. It is just as powerful using any other kind of shooting or spell casting. If you shoot someone lower on the initiative before they can take cover, they have to do full defense to have a decent chance of not getting hit, which takes up their next complex action. And targets of suppressive fire certainly can make use of full defense.
| QUOTE (Kremlin KOA) |
| they could CAST back but shooting requires movement so they would be vulnerable on and drop rpond should not make them completely safe unless they drop prone BEHIND COVER and if they pop out from behind the cover to shoot they should risk taking a hit |
I agree with targets being able to fire back. In fact, dropping prone is incredibly powerful for gun fights. If you're prone and at least 20 meters away from your opponents, then you take no penalty in shooting at them while they take -4 to their dice firing at you because you're considered to have good cover. (p. 141)
I'm not agreeing with anyone until I have a book handy so I can look at the rules myself. I was just saying that if his interpretation is correct, it might have been done to avoid situations where high initiative characters get to attack 20 people, none of them getting a dodge roll.
When laying down suppressive fire in a narrow corridor, i'd agree that beeing prone probably isn't enough to avoid damage.
I will decide that one when it occurs
.
Typed it in for you
Hopefully quoting this much isn't illegal or anything. This is the entire area on p144 about suppressive fire.
Suppressive Fire
Somtimes a character may just use full autofire to make his opponents keep their heads down. This type of shooting - where the character saturates an area with bullets without specifically targeting anyone - is called suppressive fire. A character using a full burst to suppress can target a triangular area projecting from the shooting character outward up to a distance of his choosing with a width of 10 meters at its end and a height of 2 meters. Suppressive fire takes a Complex Action and uses 20 bullets. The area remains "suppressed" until the shooting character's next Action Phase.
Suppressive fire is treated as a wide burst, but for simplicity we assume that the wide burst and recoil modifiers cancel out. The character laying down the suppressive fire simply make a Success Test using Agility + appropriate firearm skill. Note any hits.
Any character that is currently in (but not behind cover or prone) or that moves in to or out of the suppressed area before the shooter's next Action Phase risks catching some flying lead. That character must make a Reaction + Edge ( + Dodge if on full defense ) with a threshold equal to the hits scored by the suppressing attacker. If the test fails, the character is hit, suffering damage at the weapon's base Damage Value. Characters in the suppressed area who do not move other than taking cover or dropping prone are not at risk.
It looks to me like if they're in it they get hit. If, during their turn, they don't leave it, get cover, or drop prone, they take it again. But it's really vague, and definitely in need of a FAQ.
How did it work in 3rd?
| QUOTE (James McMurray @ Apr 21 2006, 03:24 PM) |
| It looks to me like if they're in it they get hit. If, during their turn, they don't leave it, get cover, or drop prone, they take it again. But it's really vague, and definitely in need of a FAQ. How did it work in 3rd? |
| QUOTE (James McMurray) |
| It looks to me like if they're in it they get hit. If, during their turn, they don't leave it, get cover, or drop prone, they take it again. But it's really vague, and definitely in need of a FAQ. How did it work in 3rd? |
| QUOTE (dcpirahna) | ||
If that was true, if you had 10 guys standing in a hallway and you get to go first, you basically get a free single shot at every single one of them. Nothing they can do about it. (Since you can't take a free action before your turn.) Other than roll against an average threshhold of 2-3 and pray. That's some pretty impressive sharp shooting there Texas. |
| QUOTE (Kanada Ten @ Apr 21 2006, 04:02 PM) |
| But isn't that what would happen if you opened fire with a machine gun in real life? I mean, there is a reason we have these weapons. It's not exactly a realistic secnario you're laying out, but when it happens (people opening fire on targets in the open), pretty much everybody gets hit... |
| QUOTE |
| Characters in the suppressed area who do not move other than taking cover or dropping prone are not at risk. |
| QUOTE (Kanada Ten) | ||
That line would indicate, to me, that one need not worry about it until their turn. |
| QUOTE (Kanada Ten) | ||
That line would indicate, to me, that one need not worry about it until their turn. |
| QUOTE (book) |
| Any character that is currently in (but not behind cover or prone) or that moves in to or out of the suppressed area before the shooter's next Action Phase risks catching some flying lead. |
Here's an example of only worrying about suppressive fire on your turn becomes comedy.
Runner team of 4 tries cross a 5 meter wide hallway covered by continual suppressive fire from 10 gun turrets, they cover from ceiling to floor. Runners go in this initiative order, 1, 2, 3, 4. Asssume all runners are very strong. Runner 1 and 3 tie a rope between them. Runner 2 and 4 tie a rope between them. On the next phase, turrets still firing suppressively. Runner 1 tosses 3 over the hallway, through 10 gun turrets' suppressive fire. (But that's okay, runner 3 needs not worry about taking damage because it's not his turn.) On 2's initiative, he tosses 4 over. On 3's initiative, he's on the other side of the hallway, but he's not exposed to suppressive fire on his turn so he takes no roll to avoid being hit. Now he pulls runner 1 over. On runner 4's turn, he pulls 1 over. Voila, all 4 runners passing by the hallway and not a single one ever exposed to suppressive fire ON HIS TURN.
That is a very munchkin example. Please don't do these.
The thing is, by the rules you can only move someone on their turn...
| QUOTE (Hunga @ Apr 21 2006, 04:52 PM) |
| Here's an example of only worrying about suppressive fire on your turn becomes comedy. Runner team of 4 tries cross a 5 meter wide hallway covered by continual suppressive fire from 10 gun turrets, they cover from ceiling to floor. Runners go in this initiative order, 1, 2, 3, 4. Asssume all runners are very strong. Runner 1 and 3 tie a rope between them. Runner 2 and 4 tie a rope between them. On the next phase, turrets still firing suppressively. Runner 1 tosses 3 over the hallway, through 10 gun turrets' suppressive fire. (But that's okay, runner 3 needs not worry about taking damage because it's not his turn.) On 2's initiative, he tosses 4 over. On 3's initiative, he's on the other side of the hallway, but he's not exposed to suppressive fire on his turn so he takes no roll to avoid being hit. Now he pulls runner 1 over. On runner 4's turn, he pulls 1 over. Voila, all 4 runners passing by the hallway and not a single one ever exposed to suppressive fire ON HIS TURN. |
| QUOTE (Kanada Ten) |
| The thing is, by the rules you can only move someone on their turn... |
| QUOTE (Kremlin KOA) | ||
"My strength 15 troll picks up the small elf and throws it out the window" "Sorry you can only move someone on their turn, the elf successfully stands it's ground with strength 1 against your strength 15." |
| QUOTE (dcpirahna) |
| Nope, that's just fine. Because when on the turn of any of the people with the rope, they have moved in to and out of a supressed area in a way other than taking cover or dropping prone. Thus, they must roll on their turn to check for damage. |
Reading the SR4 Full Defense rules makes me more sure that the person only takes damage if they do something other than Drop Prone or Take Cover on their turn - but they have to choose when the Suppressive Fire begins: before they even have an action. Try to remember that all these actions are taking place more or less at the same time. See example on page 151.
strangely, this is a better deal for those with poor IP, with the following line: "The area remains "suppressed" until the shooting character's next Action Phase." that to me means this.
Joe Slow and Jack Fast are in a shoot out, Joe Slow lays down the suppressive fire, Jack Fast has an entire 3 seconds of bullet dodging to do while he runs out his 4 IPs.
There's two ways to handle that.
One:
Assume there are basically always 4 initiative passes in a combat turn. Just because you don't get an action in one doesn't mean it doesn't happen. Example:
Phase 1:
Fast Jack does something (doesn't matter).
Slow Joe does suppression fire.
Phase 2:
Fast Jack must drop/cover or risk damage.
Slow Joe. Does not get turn since he has no more phases, however suppression stops.
Phase 3:
Fast Jack is in the clear to do whatever he wants at no risk.
Or two (house rule that I prefer):
Assume that suppression works until the next movement of that character even if it's in the next Combat turn. Ie, a character with Slow Joe with 1 IP keeps Fast Jack suppressed for the entire 3 seconds (the rest of the IP's in the turn). Character with extra initiative passes can choose to "continue suppression" as their only action for that pass to continue the suppression with no extra ammo used. That way a 4 IP person doesn't have to spend 80 bullets to suppress for the same amount of time as a 1 IP person.
Doing it this way makes more sense to me since sure, Slow Joe is slower than Fast Jack, but he's not just spraying an area for .75 seconds of the turn, and then not shooting bullets the other 2.25 seconds. (Though that is certainly possible.)
The "better deal" for Joe is that he only spends 1/4 of the ammo Jack does accomplishing the same thing, if they were both to suppress something.
Of course, Jack could always wait until the 2nd IP, when all the un-amped people have used up all their actions, and suppress them all, forcing a "did I get hit" check on the 2nd, 3rd, and 4th IP for anyone who couldn't duck.
What makes it pretty obvious to me that suppression checks are made on the shooter's turn (and not on the shootee's turn) is the whole IP system, actually. If a sammie suppresses a bunch of one-pass people on IP 2, then goes on to do something else on IP 3, he can't actually have hit anyone if we go by the "effect occurs on the shootee's turn" rule, since despite having slung 20 rounds of ammo downrange, our sammie didn't have the suppression going on during the first pass, which is when all of his targets actually get their action.
Yeah, it's a little nuts for someone to be able to suppress with 4 passes like a fiend. It's just ridiculous to say that slow people can ignore suppressive fire until the next turn as long as it happens after their last pass.
| QUOTE (Shrike30) |
| Yeah, it's a little nuts for someone to be able to suppress with 4 passes like a fiend. It's just ridiculous to say that slow people can ignore suppressive fire until the next turn as long as it happens after their last pass. |
After seeing this whole thread, here's a wild idea...
Shooter declares suppression. Anyone within the area is immediately targeted, but may declare a free action to (as usual) go full dodge or (this case only) drop prone. Anyone who chooses the latter may still act normally on their turn, but they start out prone and under a suppressed area. If the character is near the edge of the suppressed area, the GM could allow a roll to jump clear instead of prone, although that would probably use up the character's action for that IP.
Yes, that means that if you just stand there drooling, you get attacked potentially twice in a single IP. Best I can come up with, though.
Can you declare Full Defense after your last pass?
I don't see why not. Wouldn't it just come out of your first action in the next turn?
That's my thinking.
| QUOTE (dcpirahna @ Apr 24 2006, 01:40 PM) |
| They don't get to ignore it. They get a "turn" in the next action phase, they just don't get to do anything in it (except movement and possibly a "drop prone" free action). |
| QUOTE |
| Any character that is currently in (but not behind cover or prone) or that moves in to or out of the suppressed area before the shooter's next Action Phase risks catching some flying lead. |
The "moves in to" and "moves out of" both are quite obviously on the targets turn. There is no reason to conclude the third "or" statement would be otherwise from the text.
As to the rest, yes, if someone blows up their head the could suppression stop. The GM can rule that either way as it is not conclusive. When you shoot suppression in an area, it is not 20 bullets all moving at the same speed in a sheer wall of lead. They will not all get there at the same time. You are effectively spraying an area randomly throughout the span of your turn. Considering the rules are an abstraction of combat it makes perfect sense
Considering that someone earlier in the thread said that SR3 suppressive fire was also handled on the targets turn I still believe my interpretation is the most correct so far.
i would say anyone inside the suppresion zone when it gets declared must take a imidate drop prone action or take damage.
after that, if one try to move into out out of the zone until the shooters next action, one may allso draw the attention of the shooter and therefor risk getting hit as he sweeps the gun over the area.
one thing tho, the SR rules do not have any info about trying to crawl. i would guess a strength number of meters would be fitting, without getting any hits from the suppression fire.
I would make it .5R*m for crawling safely instead of S, I think. Less to do with strength than quickness, and you're not going to crawl fast under fire.
At any rate, to sum things up, I think it sounds munchy but legal and somewhat realistic (dangerous word there) to spray wildly at a crowd, and get a suppression chance of hitting all of them rather than having to just target one of them. Then, if they stick around, or try to move into or out of the suppressed area while the fire is still going on, they run the risk of getting hit again.
I would probably rule, however, that if "suppressing" a crowd, you cannot hit more than 20 people... and probably no more than 5-10, because half of the shots will miss everyone altogether.
To balance this somewhat, the defenders get to use a free action (even if they've already used it for the IP) to drop prone, jump clear on a standing jump test, or declare full dodge (anything other than dropping prone eats up any actions they have in the next IP).
Still, a LMG with a long belt can wipe out several people in a single long burst, and keep the survivors pinned down for several seconds.
Seems to me the fairest way to handle it is:
Characters are only subject to suppressing fire once per Complex Action spent by the firer. If you are in the area and not prone or behind cover, you are subjected immediately. You may then act normally on your turn (assuming you survive), because you were either hit or missed by the suppressing fire. If you weren't in the area, but you move into it, you are subject to attack when you enter the area. If you were in the are, but were prone and had cover, and you subsequently break cover or stand up, you are subject to attack when you do that.
Tactically, suppressive fire does not stop an enemy from shooting back (the purpose of real life suppressing fire). However, it does prevent the enemy from safely moving across open ground. This is useful in and of itself, of course. One example might go like this: Mike, the elf decker, throws like a girl. Fortunately, he throws high explosive hand grenades. Mike and Merle, his Merc buddy, are surprised by some corp goons on the Seattle docks. Mike spends a point of edge to go first, and wings a hand grenade towards the goons. Merle, whose wired reflexes let him outroll the goons for initiative, lays down heavy suppressing fire with his Ingram White Knight LMG. The goons are already in cover or prone (they're goons, not morons), but now they're faced with a cruel choice: they can stand around and let Mike's grenade blow them to bits, or they can run and get chopped up by LMG fire. Mike and Merle don't give a crap either way, really.
My only objection to that is that if you soak the first shot, then you have unlimited freedom to move or do anything else that you want. The rest of the bullets just ignore you.
If you remain standing when somebody sprays a LMG at you, maybe spending a point of edge to ensure that the shooter misses, and then charge the shooter with your katana and slice him in half because he's already gotten one shot at you (despite the fact that he's still shooting) and you can't be attacked again... well, that's cinematic, but a little odd.
Multiple hits from a single suppression sounds pretty munchy, until you realize what a pair of airbursts (one full action) would do to most of the folks in the suppression area.
Hmm, well, I'm certainly no authority on it, but I'd say that anyone in the area is subject immediately to the roll, as they are currently in the suppressed area. Then, on their turn, they can choose to immediately take a drop prone free action, thus not being subjected to a chance of being hit again. Seriously, there is a reason soldiers don't move in tightly packed formations with no cover when facing automatic weapons. And while it does seem nice to be able to hit so many people, potentially, with a single attack, if they move that way they're asking for it, same as if they moved in tight formation against a grenade launcher wielding opponent. Also, while many people can be hit, they have a better chance of dodging than if subjected to a normal attack (they add Edge dice, after all) and, if they are hit, they take the weapons base DV, not increased by the shooters successes.
Another issue with suppressive fire, however, is this: dropping prone negates the chance of being hit, right? But what if the 10m x 2m area you choose to affect just happens to include the ground? Say, shooting from an elevated position down at a courtyard, perhaps? Doesn't seem like dropping prone would be much help, then, unless you could get behind something...
Well, if you are elevated, and shooting down at someone, maybe standing up would be considered prone.
My point is that, and I know this is an unpopular opinion with most, that the rules in Shadowrun have always been vague, and open to interpretation. In the end, ask your group, have a discussion, and then have your GM make a decision. It's that simple. You will NOT get it straightened out here.
Not that there's anything wrong with discussing it. That's what the forum is for, after all. I just think it's there's a time for a little common sense. Someone blasting a bunch of bullets at me means get down and stay down. If I had a character that didn't get hit by the suppression, and then they proceeded to use that as an excuse to stand there and act normally, I would impose a Willpower check to avoid scrambling out of the way (Gut Check, actually)... maybe even dock some Karma.
| QUOTE (dcpirahna @ Apr 24 2006, 04:28 PM) |
| The "moves in to" and "moves out of" both are quite obviously on the targets turn. There is no reason to conclude the third "or" statement would be otherwise from the text. |
| QUOTE |
| Any character that is currently in (but not behind cover or prone) or that moves in to or out of the suppressed area before the shooter's next Action Phase risks catching some flying lead. |
| QUOTE |
| Any character that is currently in (but not behind cover or prone) the suppressed area risks catching some flying lead. |
You have A, B, and C.
B and C both mean on the targets turn. A (the word "currently in") can just as easily also mean on the target's turn. Because when it's their "turn", guess where they "currently" are. Sure, if you remove B and C the sentence can mean something completely different. I can find you lots of sentences that means something else if I can take out parts of the sentence.
But regardless. I know I am right, and you know you are right, so arguing over the word "currently" will solve nothing.
My interpretation has supressive fire as a tactical ability to keep people's heads down (as it is described in the first sentence). It effects everyone in the area evenly, and only once.
Your interpretation is an offensive ability that gives free damage against everyone in the area with a lower initiative score, and they can get hit twice in the same turn.
Feel free to use whichever is best for your player group.
Currently means now. There's not really a lot of room to argue if you're trying to say that it means later.
Please note that suppression isn't a complete freebie for the shooter.
Suppression only hits with the base DV of the gun, or at least it seems to read that way. The only modifier that seems to apply is the ammo.
It's still not a bad thing to do in the first turn, especially if you have a LMG.
and it allso costs 20 rounds, no matter if you hit anything at all or not (tho i guess one could keep track of the number of bullets that hit so that you never pass 20 pr suppression action). unless you go belt, 20 rounds are about 2/3 of a clip.
| QUOTE (James McMurray @ Apr 25 2006, 01:49 PM) |
| Currently means now. There's not really a lot of room to argue if you're trying to say that it means later. |
Letting them drop prone is what I would probably do. Or use your interpretation of what the word currently means. It's all good.
Until an official response comes there's too many things that conflict no matter which option you take for anyone to be 100% right.
I wasn't trying to espouse an interpretation, just pointing out that "currently" means "now." The Washington Monument is "currently" in Washington, DC. In 12 years, when it is sold to Disney, it will currently be in Florida, because "currently" changes with every second that ticks by.
| QUOTE |
| Characters who are in the suppressed who do not move other than taking cover or dropping prone are not at risk |
| QUOTE (dictionary.com) |
| currently adv : at this time or period; now; |
A turn is a period, therefore, currently can mean within the combat turn.
re: currently. You are missing the point. It means "now" in respect to a time frame. That time frame is the same as the other two time frames. The target's turn.
re: the rule. No, choosing to "stand still" is a move. Standing still is not the same as dropping prone or taking cover. Thus you have made a move other than dropping prone or taking over and must roll.
Your example is still breaking a rule in the book. As does saying the person can drop prone before it is their turn. My interpretation does not.
Your interpretation applies the word currently to the future tense and allows for people within the area of suppression to not be at any risk if they are somehow moved before their turn rolls around.
While it's possible to link statements seperated by ors, it's not always valid. They may have meant currently to apply to the future (the target's turn), or they may have meant it to apply to now.
I'll also have to disagree that choosing to stand still is a move. If you don't do anything involving muscles you aren't really moving.
I really need to bring my SR book to this house. It makes debates so much more interesting.
The current IP is also a period. So is the current Combat Turn. So is the turn during which a single character gets one free action and either two simples or one complex. So is the 6th World, for that matter. Suppression lasts until the suppressing character's next action, which would seem like a decent "period" to pick, if you were trying to steer away from "now."
But we get back to one of our earlier examples. IP1 Init 10, Dude A takes his only initiative pass and does nothing for whatever reason. IP1, Init 5, Dude B locks and loads his SMG. IP2, init 5, Dude B suppresses the area Dude A is standing in. IP 3, init 5, Dude B's magazine runs dry (he was using an MP5-TX), and he runs down the alley. Next turn on IP1 Init 10, Dude A isn't standing in a supression zone, despite having had 20 bullets fired his way.
One solution to this problem is the magically appearing, nowhere-else-in-the-rules "ghost turn" during which Dude A can get hit. If we want to use this interpretation, then Dude A gets hit with the suppressive fire on IP 3, Init 10, because he's standing in a suppression zone when his ghost turn rolls around. However, let's back up our example a little bit:
After starting his suppression fire on IP2 Init 5, Dude B is rocking out on full cyclic when on IP2 Init 2, Dude C gets hit because he (like A) is standing in the suppression zone. Not being happy about this, Dude C uses his two simple actions to give Dude A a double-tap to the head, and kills him. Now, Dude B doesn't *get* another action... he's dead. He's not shooting any more, so it doesn't make any sense that anyone else gets hit after Dude A dies. This puts us in a weirdass situation where the slower guy who would have had no opportunity to react to the suppressive fire (Dude B) *cannot* get hit, but the guy who DID have an opportunity to react to it (Dude C) *does* get hit, because he's faster.
You could always give the now-dead Dude B a ghost turn for his suppression to end on to get around THAT problem, but what happens on IP 3, Init 10 when Dude D walks INTO the suppression zone. Does he get hit? The guy "suppressing" the area was *dead* when D showed up, but to solve the whole "being slower is *gooooood* when you get suppressed" issue, the area is still suppressed. It gets even worse if dude B had suppressed on the last IP of the turn... now, despite being dead, he's rolling initiative to see when his next action would have been, were he still alive! And in the meantime, all of the guys who are currently in, were headed towards, or were possibly thinking of vacationing at the suppression zone are praying that they roll the lowest initiative score possible, so that their turn happens after the dead guy stops shooting at them.
Or, we could avoid all this, and just say that anyone currently in the suppressed area who doesn't have a free action to spare (they either used it up, or haven't gone yet) to drop prone or get cover checks to be hit when the shooting starts, on the shooter's turn. Until the shooter's next turn, anyone who wants to move into, out of, or around in the suppression zone that doesn't either have cover or prone-ness to protect their asses checks if they get hit on their turn.
Miraculously, all the questions about initiative order, multiple actions downrange, and dead shooters disappear when you do this, and you stop having people playing Statue downrange of machinegunners to avoid getting hit (because not moving means, you know, not moving... it doesn't mean that you're moving when you're not moving). Somehow, I have a feeling that the vastly simpler, much less loopholed interpretation of the rule is probably the intended one. YMMV, of course.
edited 4th and 5th paragraph
And just making them lose their next free action to drop prone or take cover when the shooting starts - in a manner jsut like full dodge - eliminates most problems, too.
Hey, there ya go. "Full Dodge" to the ground.
I can't believe we are having a debate about the meaning of currently. Wait... yes I can.
I think we should apply the whole "wait until the target's turn" to all shooting. It's my turn? Okay, I shoot that guy. 12 hits! Yes! He's SOOO dead! What? What do you mean he's not dead? I have to wait until it's his turn to see if he's dead? But he already acted, and only gets one pass, whereas I get two more? WHAT!? That means I have to wait until next TURN!? WTF!
There are no other instances in the rules where pulling a trigger and firing bullets at someone isn't resolved right then and there. It's absurd to think otherwise. It may not be wrong in the RAW, if that's your interpretation, but it just doesn't make any sense.
In the end, I stand by what I said before. Use what works in your group. I just know that if my GM was that crazy, I'd be packing it in and going home.
It is applied to all shooting - just look at Full Defense.
That doesn't make it wait until the target's next action. That moves the target's "next" action to when they are being shot, if they decide to go that route. It's completely different.
But it could be treated the same. The only reason not to is to make Suppressive Fire more powerful, which is fine but seems counter to their wording.
Counter to their wording in what way?
| QUOTE |
| Somtimes a character may just use full autofire to make his opponents keep their heads down. This type of shooting - where the character saturates an area with bullets without specifically targeting anyone - is called suppressive fire. |
Neither do I. If you don't get hit by it (whenever you have to roll that), you don't have any incentive to keep your head down, since you know you are safe. There was the same problem in SR3, where it was very hard to hit anything with suppressive fire, and once you weren't hit, you could do anything you wanted without fear. We always made characters roll Willpower checks (TN was 4 plus number of bullets directed at your square, up to the 10 of FA).
I suppose in SR4 I will make them roll a Gut Check Attribute-Only Test to see if they can do anything other than drop prone / take cover. Maybe the Threshold can be the number of bullets coming at them. Glitches can be used for that "pissing your pants" moment.
| QUOTE (Kanada Ten) |
| But it could be treated the same. The only reason not to is to make Suppressive Fire more powerful, which is fine but seems counter to their wording. |
Shrike20, your own examples have the same problems with the shooter being killed that you claim invalidate mine. However mine don't violate the last sentence of the rules and yours do. I look at it as a tactical option of less offensive value as I believe the first sentence points out. You look at it as a more offensive option.
All of my points have been laid out earlier in the thread. Reiterating them to you is unlikely to change your opinion so I won't bother.
James McMurry:
| QUOTE |
| Your interpretation applies the word currently to the future tense and allows for people within the area of suppression to not be at any risk if they are somehow moved before their turn rolls around. |
I strongly agree with Shrike30's example and reasoning of full defense. I also agree with CONAN9845's statement that resolving any kind of shooting during target's turn just doesn't make sense.
| QUOTE (dcpirahna) |
| The "moves in to" and "moves out of" both are quite obviously on the targets turn. There is no reason to conclude the third "or" statement would be otherwise from the text. |
| QUOTE (dcpirahna) |
| Shrike20, your own examples have the same problems with the shooter being killed that you claim invalidate mine. |
i'm not sure if i've stated this yet, but heres my take on it.
unless you drop prone ro take cover when supressive fire begins, you need to roll. if you take any action within the surpressed area, and don't STAY prone or behind cover, you need to roll.
so Goon A gets cought in some surpressive fire and can't take his free action (because he hasnt taken his first action yet and so can't take a free action, which is how i understand that rule) and so he rolls. if he does anything other than drop prone/take cover on his first ip, he has to roll again because the bullets are still flying his way.
| QUOTE |
| No, they are still at risk. If someone else moves them, then they had still moved into or out of the suppression area while it was suppressed and so would need to roll on their turn to take damage before they get their action. |
I honestly don't want to argue it anymore.
By forcing people to roll immediatly you break the last sentence in the book. "Characters who are in the suppressed area who do not move other than taking cover or dropping prone are not at risk."
If you allow them to drop prone immediatly, you break the rules (p.135) regarding taking a free action before your action phase.
My interpretation does not break any rules in the book.
If FanPro releases more information and says "that's not what we meant" then I will be more than happy to change my point of view.
If you don't like those rules, feel free to not play in my games.
This is my last post on the topic.
Yes, your interpreatation leaves the rules intact, but it totally destroys the flow of the combat turn, messing with the very fabric of time itself. In that situation I'd prefer to change a rule.
I'd still be interested in hearing your answer to my question. Not to argue, just because I can't see a way out other than backing up to the point where suppressive fire would have killed the guy.
and i feel that line should be striken anyways. it is impossible for a metahuman to stay totaly and completely still in the first place, which is what you are implying they can do. i might, for shits and giggles, let a player try it. for the rest of the turn, they can literally do nothing, include dodge, fire, anything, because all of those things include movement
| QUOTE (dcpirahna @ Apr 26 2006, 07:56 AM) |
| My interpretation does not break any rules in the book. |
Sounds like a good idea to me.
| QUOTE (Aku) |
| and i feel that line should be striken anyways. |
| QUOTE |
| Characters in the suppressed area who do not move other than taking cover or dropping prone are not at risk. |
I might phrase it:
"Characters in the suppressed area who move into cover or drop prone are not at risk."
I'm with Shrike30 on this one, though I think the easiest way to fix this is, in the next errata, to change the final line to:
"Characters in the suppressed area who do not move other than taking cover or dropping prone are no longer at risk."
| QUOTE (DrowVampyre) |
| I'm with Shrike30 on this one, though I think the easiest way to fix this is, in the next errata, to change the final line to: "Characters in the suppressed area who do not move other than taking cover or dropping prone are no longer at risk." |
Personally, I think that the last sentence, "Characters in the suppressed area who do not move other than taking cover or dropping prone are not at risk" is in reference to the first sentence, "Any character that is currently in (but not behind cover or prone) or that moves into or out of the suppressed area before the shooter's next Action Phase risks catching some flying lead".
You can't say that a character that stands like a statue isn't at risk because of the last sentence, since, according to the first sentence, he most certainly is at risk. The last sentence is saying that they aren't at risk because they didn't get struck by the suppression in the first place since they were already behind cover or prone.
I just can't stand when people who claim to know the English language have to read the rules of a game (NOT written by English professors), and then try to follow the letter, rather than the intent or spirit, of those rules.
But like he said, and I agree with him, he is allowed to have whatever interpretation he wants. Ours is an interpretation as well. As long as it works in his game, not matter how deluded we may think it is, then it's fine. He said we didn't have to play in his games. I, for one, am grateful for that.
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