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> Suppresive fire and recoil reduction
Paul Kauphart
post Sep 6 2010, 11:02 AM
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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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Elfenlied
post Sep 6 2010, 11:05 AM
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You ignore it completely.
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CanRay
post Sep 6 2010, 12:44 PM
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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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Dumori
post Sep 6 2010, 12:50 PM
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QUOTE (Paul Kauphart @ Sep 6 2010, 12:02 PM) *
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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Paul Kauphart
post Sep 8 2010, 03:14 PM
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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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Doc Chase
post Sep 8 2010, 03:16 PM
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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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CanRay
post Sep 8 2010, 03:18 PM
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QUOTE (Doc Chase @ Sep 8 2010, 10:16 AM) *
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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Doc Chase
post Sep 8 2010, 03:22 PM
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QUOTE (CanRay @ Sep 8 2010, 04:18 PM) *
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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Paul Kauphart
post Sep 8 2010, 03:29 PM
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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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Yerameyahu
post Sep 8 2010, 03:34 PM
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Free action to dial your Wires down. (IMG:style_emoticons/default/smile.gif)
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CanRay
post Sep 8 2010, 03:35 PM
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QUOTE (Doc Chase @ Sep 8 2010, 10:22 AM) *
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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Paul Kauphart
post Sep 8 2010, 03:55 PM
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QUOTE (Yerameyahu @ Sep 8 2010, 04:34 PM) *
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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Yerameyahu
post Sep 8 2010, 03:57 PM
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Sucks to be you.
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Paul Kauphart
post Sep 8 2010, 04:10 PM
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(IMG:style_emoticons/default/question.gif)
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CanRay
post Sep 8 2010, 04:26 PM
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What, can't turn off your magic?
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Warlordtheft
post Sep 8 2010, 04:35 PM
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QUOTE (Paul Kauphart @ Sep 8 2010, 10:14 AM) *
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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Paul Kauphart
post Sep 8 2010, 06:40 PM
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QUOTE (CanRay @ Sep 8 2010, 05:26 PM) *
What, can't turn off your magic?


Well, maybe I'm wrong, but the way I understand it, unless specified, physad power are in effect round the clock.
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Paul Kauphart
post Sep 8 2010, 06:47 PM
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QUOTE (Warlordtheft @ Sep 8 2010, 05:35 PM) *
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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Yerameyahu
post Sep 8 2010, 06:50 PM
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Obviously, you'd want to use GM suppressive fire on people who tried to be clever and abuse it.
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Ears
post Sep 8 2010, 06:59 PM
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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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Yerameyahu
post Sep 8 2010, 07:02 PM
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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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TommyTwoToes
post Sep 8 2010, 07:23 PM
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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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Yerameyahu
post Sep 8 2010, 07:24 PM
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Nope. But the AA16 *does* get 'efficient suppression', a nice little bonus. (IMG:style_emoticons/default/smile.gif)
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TommyTwoToes
post Sep 8 2010, 07:31 PM
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QUOTE (Yerameyahu @ Sep 8 2010, 02:24 PM) *
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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Yerameyahu
post Sep 8 2010, 07:36 PM
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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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