FMA AutoFire/Area Attacks

4 posts ยท Jul 16 1999 to Jul 16 1999

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?

From: ScottSaylo@a...

Date: Fri, 16 Jul 1999 11:17:36 EDT

Subject: Re: FMA AutoFire/Area Attacks

In a message dated 7/16/99 10:09:13 AM EST, Thomas.Barclay@sofkin.ca
writes:

<<
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.
> [quoted text omitted]

I've often wondered just how far back up range Jesse "The Boidy" "Hizzoner,
the Governor" would have wound up firing full power ammo from the rotary?
There is a reason for mounting that sucker on a tripod, after all!

From: Jon Davis <davisje@n...>

Date: Fri, 16 Jul 1999 12:00:24 -0400

Subject: Re: FMA AutoFire/Area Attacks

> ScottSaylo@aol.com wrote:
"Hizzoner,
> the Governor" would have wound up firing full power ammo from the

Time to rent the movie again, Tom.

Jesse was hit and taken out by the Predator and Mac grabbed the minigun and
hosed the jungle. Jesse did use the minigun in the attack
on the guerrilla camp and blew away a group of extras. :-)

Any thoughts on the Kra'Vak power gun for FMA?

I speced it out similar to a Gauss rifle, but made the close range firepower
at D12.

From: Los <los@c...>

Date: Fri, 16 Jul 1999 15:34:30 -0400

Subject: Re: FMA AutoFire/Area Attacks

> Thomas Barclay wrote:

> 1

You know I was searching around for a way to say this when you did. There
needs to be a way to incent autofire without making it so deadly. The reason
you spray a few bursts is to keep heads down so anything that increases likely
suppression results, while maybe even taking away a bit
from kill/hit results is a good way to simulate why you use auto.