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> Supression Fire, PC with two guns
DgrenJ
post Jun 26 2006, 08:14 PM
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Another interesting fact I found...

"The Area remains "suppressed" until the shooting characters next action phase."

Would this not imply then that a character with "faster reflexes" i.e. more initiative passes can NOT suppress as well as a slow guy with 1 IP?

I would assume a person with multiple IP's could instead choose to forgo their extra Initiative passes, to maintain "suppressing" until their next Initiative phase, but the rules don't clearly say this.

- DgrenJ
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Moon-Hawk
post Jun 26 2006, 08:52 PM
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They might, but they'll use four times as many bullets doing it. *shrug* I would house-rule it so that surpression could be continued for free (provided you don't do anything else) for up to a turn, but if you're going strictly by the RAW it does create a slightly odd situation there.
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Shrike30
post Jun 26 2006, 10:06 PM
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QUOTE (Moon-Hawk)
They might, but they'll use four times as many bullets doing it. *shrug* I would house-rule it so that surpression could be continued for free (provided you don't do anything else) for up to a turn, but if you're going strictly by the RAW it does create a slightly odd situation there.

That actually neatly solves one of my major problems with suppression fire (the whole "fast people burn more ammo" bit). I'll allow "held actions" to be taken with the suppressive fire continuing until the character invokes his held action.
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James McMurray
post Jun 26 2006, 11:19 PM
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QUOTE (Eddie Furious)
It all depends upon the tool (rifle, smg, GPMG...), the target (two guys in a stage six at 300m, or five guys down a 12m hallway...) and the operator(s).

I already retracted that statement when someone reminded me of the increased ammo cost. Good points though.
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Lagomorph
post Jun 27 2006, 12:34 AM
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QUOTE (DgrenJ @ Jun 26 2006, 08:14 PM)
Another interesting fact I found...

"The Area remains "suppressed" until the shooting characters next action phase."

Would this not imply then that a character with "faster reflexes" i.e. more initiative passes can NOT suppress as well as a slow guy with 1 IP?

I would assume a person with multiple IP's could instead choose to forgo their extra Initiative passes, to maintain "suppressing" until their next Initiative phase, but the rules don't clearly say this.

- DgrenJ

Yes, we ruled that this was "as intended" to give a 1IP joe nobody a chance against a 4IP super sam. Sure the super sam has more actions, but as long as joe nobody has 20 rounds, the supersam can risk catching lead. Any one with 4 ip, is going to be better off using (short|long)&(narrow|wide) bursts than using supression. So we felt that suppressive fire is the hero of the proletariat.

edit: against a crowd of zombies, or other lined up slow moving objects, even super sam would get a benefit from SF
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Eddie Furious
post Jun 27 2006, 06:40 AM
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QUOTE (James McMurray)
QUOTE (Eddie Furious @ Jun 26 2006, 03:07 PM)
It all depends upon the tool (rifle, smg, GPMG...), the target (two guys in a stage six at 300m, or five guys down a 12m hallway...) and the operator(s).

I already retracted that statement when someone reminded me of the increased ammo cost. Good points though.

Yeah, I read the whole thread, but I guess I missed it, sorry!

However, whenever I go on about this kind of stuff it is not to tell anybody they are wrong (well, mostly) but to help them get a grasp on the basic concept of the virtual violence (as in not real, that's why I'll never tell how to do this shit) they wish to put into the game to enhance the sense of peril and, if there is a desire, increase the verisimilitude of the game.
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