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Andinel
I'm a little confused by some things from SR4A regarding burst-fire with narrow bursts, narrow long bursts, and narrow full bursts.
QUOTE
BURST-FIRE MODE
In burst-fire mode, firearms spit out bullets in rapid succession every time the trigger is pulled. Firing a weapon in burst-fire mode is a Simple Action, which means that a character can fire up to two bursts per Action Phase. Each burst requires a separate attack test.
The firing character can choose to fire a narrow burst or a wide burst, each described below. Both use up three bullets. The first burst fired in an Action Phase inflicts a –2 recoil modifier, the second inflicts an additional –3 recoil (neutralized by recoil compensation, if any).
NARROW BURSTS
Narrow bursts cause more damage to the target. Increase the attack’s DV by +2. Note that this DV modifier does not apply when comparing the DV to the armor rating.

QUOTE
LONG BURSTS
Long bursts use up six bullets each. Firing a long burst imposes a –5 dice pool modifier if it is the first burst fired that Action Phase, –6 if it is the second (recoil compensation neutralizes this modifier). Like short bursts, long bursts can be fired as narrow or wide bursts.
Long bursts only take a Simple Action, but only one long burst can be fired in an Action Phase. An attacker could, however, fire a long burst and a short burst in the same Action Phase (or vice versa).
Narrow: Narrow long bursts apply a +5 DV modifier to the attack.

QUOTE
FULL BURSTS
Full bursts use 10 bullets and take a Complex Action. Firing a full burst imposes a –9 dice pool modifier (recoil compensation neutral- izes this modifier)
Narrow: Narrow full bursts apply a +9 DV modifier to the attack.


Does the DV modifier provided by narrow bursts from long bursts or full bursts apply when comparing the DV to the armor rating? It seems to me that the book only calls it out specifically for burst-fire mode.
Umidori
I dunno if it specifically states it, but it seems to only make sense that they are all "burst" firing modes, just of various lengths. They all modify recoil and damage (or enemy dice pool) by the number of extra bullets fires. The only difference is in the type of action required for each, and the number of each burst you can perform in a pass. The target's armor isn't modified because each bullet has the same penetration, you're just firing more. If the target has armor higher than the base DV (modified by attack roll net hits), then the damage is stun for every bullet that hits, regardless of how many bullets hit.

Now what I want to know is how should you handle bursts with nonstandard ammo like SnS? Not feeling up to searching through the forums for that info at the moment.

~Umidori
Draco18s
QUOTE (Andinel @ Feb 7 2010, 03:37 PM) *
Does the DV modifier provided by narrow bursts from long bursts or full bursts apply when comparing the DV to the armor rating? It seems to me that the book only calls it out specifically for burst-fire mode.



All bursts are treated equal. So no. The burst-bonus-damage does not apply to the modified DV.
Glyph
If you want to get past armor, fire a wide burst. With the target getting less dice to dodge it, you will get more net hits, and thus, more damage - damage which does count for punching past armor.
wind_in_the_stones
QUOTE (Glyph @ Feb 7 2010, 07:51 PM) *
If you want to get past armor, fire a wide burst. With the target getting less dice to dodge it, you will get more net hits, and thus, more damage - damage which does count for punching past armor.


Just be prepared for it to take a long time, because with armor you can't easily penetrate, they're going to stage down your damage pretty easily. If you're just under the armor threshold, you're better off going narrow, since your fewer net hits may still be enough, and the damage increases by a lot.

A long wide means you gain two net hits over a long narrow, on average, for +2 DV, but a long narrow gives you +5 DV.
hobgoblin
do note that burst fire damage increase are added after comparing damage for staging to stun.

still, given that the stun track is always shorter in SR4, i guess the extra damage may drop the enemy faster.
wind_in_the_stones
Except the in case of hard targets, which have no stun tracks.
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