From: Thomas Barclay <Thomas.Barclay@s...>
Date: Fri, 16 Jul 1999 11:06:36 -0400
Subject: FMA AutoFire/Area Attacks
1) Digression: The list membership is diverse, wonderful, friendly, and erudite enough to put up a good argument anytime an interesting topic arises. Can't ask for better. I've made lots of good friends and hope to game with many of you as my world travels continue.:) 2) FMA Autofire: i) Autofire: Bursts and such Is a fire action. Can be used to spray an area with burst or single shots (firing multiple times in reasonably quick succession to keep an opponent down). Area covered - a 60 degree (one hex side) arc in front of the figure in one range band (chosen by the firer). If LoS is blocked by nearer targets, obviously the closer range band is where the attack is resolved. If part of the arc is blocked due to terrain or some such, then just ignore that part of the arc - assume the spray is more controlled. This fire can be executed by any type of firearm. Attack all targets in burst area with unit quality die + FP die (downshifted two levels). This represents the 'spread the wealth' approach to firepower. Spraying bursts to suppress, not kill. Rolls of double 1's on any of these shots is an out of ammo/stoppage (resolved as however these are resolved...). Note the downshifted FP limits the range at which spraying is effective to probably the first three RB. Note a stoppage/ammo out prevents any further attacks until dealt with. ii) Full Autofire: Rock 'n' Roll 'n FMA Is a fire action. Is used to "hose" an area with LOTS of fire. Set the weapon on full auto, pull the trigger, hose it around, and wait till the action clicks dry... (Very John Woo). Area covered - 60 degree arc, 1 RB. Same stiplations for restricted arc and LoS blockages. This fire can only be executed with autofire capable arms. This represents anything from massive suppressive fire to 'panic fire'. Any targets in the arc & RB are attacked by unit quality die + TWO FP dice (downshifted two levels). Hits are scored on any 2 of the above dice - don't need to hit with all 3 (it's like normal - you just get an extra die to roll). If all three dice hit, you've achieved multiple hits - double the impact roll vs the target (to keep injury resolution to one roll). Any double 1's (on any of the three dice - autofire runs you out QUICK) is an out of ammo/stoppage, and if you successfully avoid this on all targets, then you are out of ammo/stoppaged at the end of the fire action. The downshifted FP limits the range to probably the first 3 RB. Note a stoppage/ammo out prevents any further attacks until dealt with. These mechanics should allow us to simulate what happens (like in Predator where Jesse Ventura hoses the forest with his Minigun). It allows you to "fire away" but it risks ammo out/stoppages more often AND it is less effective (in terms of individual attacks) though more satisfactory for area suppression. Thoughts?