QUOTE (Ascalaphus @ Mar 26 2010, 12:26 PM)

That doesn't seem quite right. But there are several things.. iffy.. with your example.
- You divide movement over IPs, which is not precisely the normal way to do it. Normally, the guy with only 1IP really does move faster than the guy with 3IPs, but at the end of the round they've run about as far. Occasional bursts of speed at 1IP vs. a steady tempo at 3IPs. It strains suspension of disbelief, I know.
- By splitting the movement over three IPs instead of one, the ninja suddenly had to deal with triple the amount of bullets - talk about double jeopardy!
- The Ninja only has 1 free action, and running consumes a free action, so he couldn't intercept anyway.
It seems suppressive fire needs to be properly balanced with movement. So here some ways:
a) (The RAWer version) You walk 10m or run 20m in a combat turn. Running costs you a free action in the first IP. You have a maximum number of meters of movement to "spend" in the entire turn, at any moment you like. So the Ninja could reach the Sam in the first pass if he wanted. You can be hit by multiple volleys of Suppressive Fire from the same shooter.
You could also do stuff in your first turn, like throw a grenade, and then move away.
b) You walk 2.5m or run 5m per IP, even IPs you don't normally get. Running still consumes a free action per IP you run; improved reflexes don't really make you all that much better a runner after all. Suppressive Fire lasts for as long as the shooter spends Complex Actions, but you only get hit once. It consumes 20 bullets.
All in all, option B is more realistic. A is more abstract, flexible and probably easier to use. It requires a little suspension of disbelief however.
No, RAW states that IF it becomes important to know exactly how far a given person moves during an initative pass, you are to divide the total movement on the numer of initative passes used in the combat. Always assuming there are 4 passes is bending RAW though, that's why I divided it by 3 in the example. The ones with more initative passes does not gain more movement as a result of that. You could argue that he could make more Sprint actions and thus have higher overall movement, but that's a whole other can of worms already discussed at length in the Movement thread not so long ago.
Splitting movement makes ranged combat THAT much better that melee. Then again I guess there is a reason why ranged combat has become the norm and that acually charging a soldier with a loaded ready gun is paramount to suicide today. This is the same wether Suppressive Fire is used or not, 2-3 passes of gunfire is usually enough to take down any melee combatant - which is why a melee combatant either needs suprise, be very close, or have an insane speed to have a chance.
As for free action for running, yeah my bad. In which case charging always means you can't intercept later and prevent an enemy from getting away. So in order to "stick" someone in melee you need to be close enough that you can walk to the enemy.
As for your examples, a) is not RAW. b) is close to it but has wrong speeds, running speed is more than twice of walking speed. Additionally, you don't only get hit once, according to the FAQ you get hit as soon as the lead starts flying and additional movement will also trigger it. So that's at least 2 instances where you have to defend against SF, unless the firing character is stopped somehow.
QUOTE (hobgoblin @ Mar 26 2010, 12:36 PM)

the thing about initiative passes is that they are more about ones ability to make fast decisions then it is about raw speed.
the ninja is able to make one decision in the same time as the sammie is able to make 3.
the interesting thing is that the sammie and the ninja can move the same distance, but the sammie can start to move at the same time as the ninja, pass 1, stop in the middle, pass 2, and move again at pass 3, to come to the same distance as the ninja, end of turn.
reflex enhancements are all about data gathering and processing speeds, not in any ways about raw physical movement speed.
so to apply that to suppressive fire in the hands of 3 pass sammie, you get this:
pass 1: sammie opens fire, ninja goes oh shit and goes prone.
pass 2: sammie finishes processing that ninja is now prone, stops the spraying and instead targets and shoots.
pass 3: if ninja survived pass 2, sammie processes that and fires again.
end of turn: if ninja is still alive his brain is finally able to grasp all the inputs over the last couple of passes, and he becomes highly aware that he now have several bleeding wounds. So now he tries to make up his mind about what his next actions will be. Sammie notices that ninja is still alive and considers appropriate actions.
In you example the Ninja spends 1 free action and still has a complex or 2 simple actions left that he never uses. I wouldn't reccomend this unless he failed a composure test. By RAW the ninja would otherwise be able to act in pass 2, after the sammie, by delaying his actions.