Suppresive fire and recoil reduction |
Suppresive fire and recoil reduction |
Sep 6 2010, 11:02 AM
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#1
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Target Group: Members Posts: 47 Joined: 22-August 10 From: France (Toulouse) Member No.: 18,956 |
The rule for suppressive fire in the core book says, to simplify the rules, they consider the recoil modifier on the shooter and the wide burst modifier on the target to cancel each others. But if you have recoil reduction system, says I have 5 RC on an AR, and I do a suppressive fire, do I ignore that recoil reduction, do you add it as a positive modifier for the shooter (+5 dice for the shoot) or as a negative modifier on the targets (-5 dice on the defence) ?
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Sep 6 2010, 11:05 AM
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#2
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Moving Target Group: Members Posts: 973 Joined: 8-January 10 Member No.: 18,018 |
You ignore it completely.
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Sep 6 2010, 12:44 PM
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#3
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
Yeah, with Suppressive Fire, you're just using the fully-automatic firearm as a lead hose. You're not really caring if you hit a single target so much as an wide area.
Yes, you're still fighting the recoil, but not as much as you normally would, so Recoil Compensation doesn't really help as much either. BTW, Auto-Shotguns FTW! |
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Sep 6 2010, 12:50 PM
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#4
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Dumorimasoddaa Group: Members Posts: 2,687 Joined: 30-March 08 Member No.: 15,830 |
The rule for suppressive fire in the core book says, to simplify the rules, they consider the recoil modifier on the shooter and the wide burst modifier on the target to cancel each others. But if you have recoil reduction system, says I have 5 RC on an AR, and I do a suppressive fire, do I ignore that recoil reduction, do you add it as a positive modifier for the shooter (+5 dice for the shoot) or as a negative modifier on the targets (-5 dice on the defence) ? You actually IIRC ignore all modifiers by RAW though I'll have to re-read to be 100% so you roll atribute+skill+any skill modifiers(adpet powers or reflex recorder) and ignore the rest. Even if it would be in or our of your favour. |
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Sep 8 2010, 03:14 PM
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#5
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Target Group: Members Posts: 47 Joined: 22-August 10 From: France (Toulouse) Member No.: 18,956 |
I came up another weird thing with suppressive fire. It fires 20 shots, and last from one action phase of the firing character, to ne beginning of the next action phase for the character. So effectively, to maintain a suppressed zone for one combat turn, a 1IP character will use 20shots, and a 4IP character will have to use 80 shots....
Unless I've missed something, it doesn't feel right. |
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Sep 8 2010, 03:16 PM
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#6
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Runner Group: Members Posts: 3,179 Joined: 10-June 10 From: St. Louis, UCAS/CAS Border Member No.: 18,688 |
Higher IP characters change the laws of physics. (IMG:style_emoticons/default/nyahnyah.gif) It's one of the beefs I have with the burstfire system.
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Sep 8 2010, 03:18 PM
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#7
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
Higher IP characters change the laws of physics. (IMG:style_emoticons/default/nyahnyah.gif) It's one of the beefs I have with the burstfire system. There's Elves and Magic, and you complain about the Laws of Physics? Sorry man, the Rule Of Cool has long since overridden that. (IMG:style_emoticons/default/nyahnyah.gif) |
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Sep 8 2010, 03:22 PM
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#8
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Runner Group: Members Posts: 3,179 Joined: 10-June 10 From: St. Louis, UCAS/CAS Border Member No.: 18,688 |
There's Elves and Magic, and you complain about the Laws of Physics? Sorry man, the Rule Of Cool has long since overridden that. (IMG:style_emoticons/default/nyahnyah.gif) Yes. I can accept Elves, Dragons, and Magic, but bullets leaving a gun faster simply because a guy has a better twitch factor than another guy? NO SIR. (IMG:style_emoticons/default/nyahnyah.gif) |
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Sep 8 2010, 03:29 PM
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#9
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Target Group: Members Posts: 47 Joined: 22-August 10 From: France (Toulouse) Member No.: 18,956 |
Well, I could say I found a situation where having 1IP is better than having 4 (IMG:style_emoticons/default/nyahnyah.gif)
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Sep 8 2010, 03:34 PM
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#10
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Free action to dial your Wires down. (IMG:style_emoticons/default/smile.gif)
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Sep 8 2010, 03:35 PM
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#11
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
Yes. I can accept Elves, Dragons, and Magic, but bullets leaving a gun faster simply because a guy has a better twitch factor than another guy? NO SIR. (IMG:style_emoticons/default/nyahnyah.gif) Being a Gun Nut, I can understand this. 'Course, SR doesn't really take Cyclic Rate into consideration anyhow... |
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Sep 8 2010, 03:55 PM
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#12
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Target Group: Members Posts: 47 Joined: 22-August 10 From: France (Toulouse) Member No.: 18,956 |
Free action to dial your Wires down. (IMG:style_emoticons/default/smile.gif) Good point, and if it's an Improved Reflex 3 ? |
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Sep 8 2010, 03:57 PM
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#13
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Sucks to be you.
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Sep 8 2010, 04:10 PM
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#14
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Target Group: Members Posts: 47 Joined: 22-August 10 From: France (Toulouse) Member No.: 18,956 |
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Sep 8 2010, 04:26 PM
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#15
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
What, can't turn off your magic?
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Sep 8 2010, 04:35 PM
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#16
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Neophyte Runner Group: Members Posts: 2,328 Joined: 2-April 07 From: The Center of the Universe Member No.: 11,360 |
I came up another weird thing with suppressive fire. It fires 20 shots, and last from one action phase of the firing character, to ne beginning of the next action phase for the character. So effectively, to maintain a suppressed zone for one combat turn, a 1IP character will use 20shots, and a 4IP character will have to use 80 shots.... Unless I've missed something, it doesn't feel right. Same here. Though my thought is that if the PC or NPC delays his next action, the suppressing fire continues. |
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Sep 8 2010, 06:40 PM
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#17
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Target Group: Members Posts: 47 Joined: 22-August 10 From: France (Toulouse) Member No.: 18,956 |
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Sep 8 2010, 06:47 PM
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#18
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Target Group: Members Posts: 47 Joined: 22-August 10 From: France (Toulouse) Member No.: 18,956 |
Same here. Though my thought is that if the PC or NPC delays his next action, the suppressing fire continues. This is fun, I decide to delay my action, so the suppressive fire continue, but I'm not using bullets anymore (IMG:style_emoticons/default/nyahnyah.gif) |
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Sep 8 2010, 06:50 PM
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#19
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Obviously, you'd want to use GM suppressive fire on people who tried to be clever and abuse it.
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Sep 8 2010, 06:59 PM
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#20
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Moving Target Group: Members Posts: 410 Joined: 14-April 08 From: lost in ZZ 9 plural Z alpha Member No.: 15,885 |
The good thing about 4 IPs and a FA weapon is that you can, while whining about the stupid suppessive fire rules, hit 12 targets using split full bursts...
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Sep 8 2010, 07:02 PM
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#21
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Er. You can *fire at* 12 targets, if they're standing in groups. (IMG:style_emoticons/default/smile.gif) You might hit some of them.
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Sep 8 2010, 07:23 PM
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#22
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Moving Target Group: Members Posts: 431 Joined: 15-April 10 Member No.: 18,454 |
How does suppression fire work with that full auto shotgun on wide choke?
Just wondered since you can catch up to 3 (IIRC) targets per shot with a wide choke, would you make multiple tests to hit each target of suppression fire? Reasoning is thus You fire supression fire into the area where A, B and C are standing. First you check to see if yout hit A, but because you are using wide choke you also check against B and C. Second you check to hit B (for the supression effect), but again, because of the wide choke you test against A and C also. Third you check against C (for the supression), but becasue of the choke you also check against A and B. This would net out with a number of tests to hit each target equal to the number of targets in the cone, up to a max of 3 checks per target. Oh, and then everyone soaks all the damage except the hacker, he takes 1 stun. |
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Sep 8 2010, 07:24 PM
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#23
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Nope. But the AA16 *does* get 'efficient suppression', a nice little bonus. (IMG:style_emoticons/default/smile.gif)
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Sep 8 2010, 07:31 PM
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#24
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Moving Target Group: Members Posts: 431 Joined: 15-April 10 Member No.: 18,454 |
Nope. But the AA16 *does* get 'efficient suppression', a nice little bonus. (IMG:style_emoticons/default/smile.gif) OK, and because I feel retarded today. If you modd a rocket launcher to be full auto and use it for supression fire, does each shot still scatter? |
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Sep 8 2010, 07:36 PM
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#25
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
There aren't 'shots' while suppressing. Assuming it's possible with rockets (for one thing, you'd need an ammo cap of 20, I assume?), you simple 'suppress an area'.
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