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Uranium - 235
Extensive google (and searches on here) have turned up for naught - There were house rules published somewhere that listed a new way of using full-auto rules - something to the effect of the number of succeses = number of bullets hitting...

If anyone knows what I'm talking about, or have a general idea, link me, and I'll love (or hate) you depending on if it's right smile.gif


EDIT: Unf! Another extensive search on the OLD forums found what I was looking for. Thank you... guy who read this thread biggrin.gif

http://www-personal.umich.edu/~jormung/sha...3.html#Autofire
Azrael
This might also be what you were looking for ( apologies for the formatting, straight from .txt file ):

Suppressive Area Fire

Another paradox of the Shadowrun 2nd Edition rules, it that you can fire off 50 rounds into a 10-by-10
room and no one will be worried that you will hit them because you have +49 to your target number ‹ a
bit out of hand and a step out of reality (the gamešs, that is). There are several problems with the
current assumptions in the game. I will discuss each of these and then give guidelines for using area fire
in your game.

The Ole Lead Hose

The first problem is one of the most minor, basically being another of declaring effects instead of
role-playing. The current Shadowrun autofire rules let players declare explicitly the number of rounds
they will fire in an autofire burst. In reality, only smarted runners with associated smartguns would be
able to accurately monitor and control their weapons, and even they are usually off by one or two
rounds. The normal joeboy will have to settle for relatively timed bursts; that is, 1/2-second, 1-second,
or 3-second bursts, or anything the GM feels is appropriate. Considering that assault rifles can routinely
fire 60 rounds a second, a 1/2-second burst can easily deplete the gunšs magazine.

The second problem is that different guns have different rates of fire. A minigun may be able to fire a
200 rounds a second, literally cutting through anything in the line of fire, while a modest SMG may have
a rate of fire of 20 rounds per second or so. For a minigun, firing just 20 rounds is all but impossible.
Basically, the number of rounds that can be fired in the normal three-second combat turn is limited by
both rate of fire and by the number of rounds in the magazine. How this limit effects the area fire rules
will be discussed below.

The third, and more major, problem with the current rules is that by firing more rounds, you make it less
like likely you will hit your target. The flawed reasoning behind this rule is that you are trying to aim at a
particular target ­ thus, the increase in damage and decrease in accuracy due to the recoil from multiple
rounds. This is reasonable for the single-round and the three-round-burst modes, but the inherent
imprecision in heavy auofire makes it almost exclusively useful for suppressive fire. Essentially, this
means that, instead of increasing damage with every additional round, you are increasing the likelihood
of hitting someone in the area into which you are shooting.

Keep Them Pinned Down

The rules for using supressing fire are fairly simple, but include changing the base target numbers,
increasing the number of dice rolled for the success test, and accounting for psychological effects to
those in the suppressed area.

New Target Numbers:
When hosing down an area only a few factors make a difference. Recoil from full-auto mode
tends to make your weapon wander through a certain arch of fire. Widening this arch of fire is
less difficult than narrowing it. Thus, when hosing down a 2 meter area from 10 meters away,
you are limiting the arch of fire to about 3° ­ possible with a weapon having only moderate recoil.
However, if you were 50 meters away, the arch of fire narrows considerably, making it harder to
be accurate. To reflect this, the normal target numbers for the ranged combat success test are
used with a +3 recoil modifier, when covering an area having the following width (depth is up to
the GM): short range (4 meters), medium range (8 meters), long range (16 meters), and extreme
range (32 meters). For each halving of the covered area, the target number is increased by 2.
These modifiers can be partially or completely offset by recoil compensation. However, recoil
compensation only affects the additional modifiers (the +3 and the modifiers for halving the area),
not the base target numbers, which cannot be reduced below their original values (i.e., 4/5/6/9).
Cover:
As discussed in the called shots section above, differing amounts of cover result in different
modifiers to the target number. The same basic scheme should be used; that is, +2 for upper
body visible, +4 for just the head and shoulders, and +8 for a hand or foot left out in the open. In
phases other than that of the runner who is providing the suppressing fire, targets who move from
cover run the risk of being hit. A success test versus the Firearm skill of the firing runner should
be made with modifications for suppression intensity (as mentioned below), but not for the
runneršs combat pool (friendlies stay down). If the GM would like to make this less deadly, the
success test can use only dice allocated by suppression intensity.
Success Test:
A success test should be made for everyone in the area being covered with area fire ‹ this means
both friend and foe. Each test consists of the runneršs Firearm skill plus any dice from the combat
pool. Combat pool dice are essentially being used to concentrate the fire in certain inhabited
areas and must be used on a case-by-case basis. Against friendly targets, the combat pool dice
can be subtracted instead of added (to reduce the chance of striking your chummer).
Suppression Intensity:
The number of rounds used in area fire can increase the chance of hitting targets and the amount
of damage done to targets. To be effective, the runner must fire 5 rounds per 1 meter diameter
every turn (3 seconds). Depending on the number of actions the runner gets, the actual number of
rounds per phase will vary. For every additional increment of the number of meters covered (in
rounds of ammo) that a runner expends in his/her phase, the runner must add one die to all
success tests versus any targets in the area (opponents or chummers). If the minimum number of
rounds are not expended (e.g., if the clip runs dry), then the two dice are subtracted from the
success test for every round short in a one meter area.
Psychological Effects of Being Pinned Down by Fire:
Being held down under suppressive fire can be disconcerting to say the least. To simulate the
psychological effects of suppression, anyone trying to move from cover while being fired upon
must make a Willpower roll versus the current number of rounds per meter (i.e., 5 + the number
of additional rounds/meter). If the character makes this roll they can move from cover. Of
course, if the GM wishes, he or she can waive this rule for player characters ‹ they can learn the
hard way.
Other points:
The rate of fire and number of rounds expended in a turn should be dealt with as the GM sees fit.
Since the number of rounds fired will be limited to the number of rounds in the magazine, the rate
of fire will generally not be an issue. For the number of rounds expended, the GM can let
smarted runners keep exact score, and let nonsmarted runners used their Firearm skill to get
approximately the right number.

Example of Area Fire: Kumagai (a dwarven decker) is providing covering fire for his buddies in
Ground Zero who are exiting a warehouse through a 2-by-2 meter loading door. Of course, they are
being pursued by the Boyz in Blak. Kumagai jumps behind a car parked out front, and as soon as the
runners have gotten out, opens up with his Steyr in full-auto mode. The weapon has a 40-round
magazine, and Kumagai has two extra clips. For the first turn Kumagai must expend 2 meters x 5
rounds is 10 rounds to pin down anyone trying to get out of the door way. Since he has two phases this
turn (on say 16 and 6), he expends 5 rounds per phase.

Our dwarven friend sees one of the Boyz is already starting to exit through the loading door, so he
decides to concentrate fire (an additional 8 rounds = 4 rounds/meter). Unfortuately, the GM decides
L.B. (an intrepid Ground Zero member) has not cleared the area of fire, so Kumagai decides to use 5
combat pool die to try and direct fire around his friend. Thus, Kumagaišs target number for anyone in
the area is the base of 4 + 3 for general recoil + 2 for halving the basic area (from 4 meters for short
range) - 2 for recoil compensation (he could have had a maximum of -5) = 7. Since none of the targets
have cover it will be open season. Kumagai get 4 dice for his Firearm skill of 4 + 4 dice for increase
suppression intensity (the addition 8 rounds this phase) = 8 dice. Luckily, he subtracts the 5 combat
pool dice from the attack on L.B. After rolling, he stages on the bad guy and misses L.B. (now
Clemente wonšt have to patch him up). Number of rounds used this phase is 13.

If a Boyz runs out the door on his own phase he still has a chance of getting hit. Other Boyz will have to
pass Willpower tests to poke their faces around the door to fire at our heroes. If Kumagai burns an
additional 12 rounds in the next phase he gets 4 (Firarm skill) + 6 (suppression intensity) = 10 dice for
success tests. Total burned in the turn = 13 (first phase) + 5 (second phase minimum) + 12
(suppression intensity) = 30. The mags almost gone!
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