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Autofire house rules for d20 Modern??
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<blockquote data-quote="S'mon" data-source="post: 1741912" data-attributes="member: 463"><p>Recoil: Recoil is per bullet fired in an attack action. If Recoil exceeds firer's STR it acts as a penalty to-hit, or on full auto 1 in 20 bullets automatically miss per point by which Recoil is exceeded. All else being equal, recoil is proportionate to average Damage. However larger guns have proportionately lower recoil effects. A character can Brace (taking a Move action) before firing, this reduces the Recoil of all shots fired by -1, minimum 1. SMGs and rifles without shoulder stocks cannot be Braced.</p><p></p><p>Pistol/Micro SMG Damage/Recoil</p><p>1d4,1d6 2</p><p>1d6+1,1d8 3</p><p>1d8+1,1d10 4</p><p>2d6 5</p><p></p><p>Heavy SMG/Rifle Damage/Recoil</p><p>1d4, 1d6 1</p><p>1d8,1d10 2</p><p>2d6 2</p><p>2d8 3</p><p>2d8+2 4</p><p></p><p>BF-Burst Fire: This is an Attack action, for Pistol and SMG weapons this is a minimum 3-round burst and a minimum 5-round burst for RIF weapons. Roll once to-hit per burst. Then on a hit roll a die equal to burst size to see how many rounds from the burst hit.</p><p></p><p>FA-Full Auto Spray Fire: </p><p>This is a Standard Action. Characters can fire full auto bursts of total Recoil up to twice their STR, or the weapon's magazine capacity, whichever is less - belt-fed weapons' max RoF may also limit this, eg an M60 LMG has a max RoF of 30/round including cooling time, a 7.62N electric minigun has a max RoF of 100/round. </p><p>Divide bullets equally amongst all targets in area (up to 4m x 8m long or wide). See how many bullets can hit from every 20 fired, by taking 20-the to-hit number, which is target AC-firer to-hit bonus, and convert to %. Then roll a d6 for each bullet that can hit, vs a single target usually each '5-6' hits. At point blank range (3m) or vs close group of targets each 4-6 hits, or into a packed crowd each 2-6 hits. For armour, roll its Cover % to see if bullet hits armour.</p><p></p><p>Example 1: Alan ATT +5, STR 15 shoots a burst of 15 rounds from a recoil-1 weapon at Brenda, AC 14. He hits on 9+, so 12 in 20 bullets, or 60%, can hit. 60% of 15 is 9, so roll 9 d6, each 5-6 hits her - he rolls 3 hits. Brenda has armour giving 50% cover, so roll % for each bullet to see if it hits her armour or a vulnerable spot.</p><p></p><p>Always round fractions down, and if the number of bullets that can hit is less than 1, all miss (no roll). Where 20-'to hit' is over 20, for high RoF weapons use the following table:</p><p></p><p>20-'to hit' % of bullets that can hit</p><p>20 5%</p><p>21 4%</p><p>22 3%</p><p>23 2%</p><p>24 1%</p><p>25 0%</p><p></p><p>Example 2: Alan is firing a 100 round burst from his AV6's minigun, +3 to hit, at a squad of enemy troops prone & sheltering behind rocks giving them net 95% cover, or +14 AC, for AC 24. 24-3 = 21, so 4% of shots can hit, he rolls 4 d6 and each 5-6 hits a random trooper.</p><p></p><p>Suppressive Fire: 4mx8m area, as full auto but hits are only on a '6'. Remaining bullets may hit anyone entering the area until firer's next action.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1741912, member: 463"] Recoil: Recoil is per bullet fired in an attack action. If Recoil exceeds firer's STR it acts as a penalty to-hit, or on full auto 1 in 20 bullets automatically miss per point by which Recoil is exceeded. All else being equal, recoil is proportionate to average Damage. However larger guns have proportionately lower recoil effects. A character can Brace (taking a Move action) before firing, this reduces the Recoil of all shots fired by -1, minimum 1. SMGs and rifles without shoulder stocks cannot be Braced. Pistol/Micro SMG Damage/Recoil 1d4,1d6 2 1d6+1,1d8 3 1d8+1,1d10 4 2d6 5 Heavy SMG/Rifle Damage/Recoil 1d4, 1d6 1 1d8,1d10 2 2d6 2 2d8 3 2d8+2 4 BF-Burst Fire: This is an Attack action, for Pistol and SMG weapons this is a minimum 3-round burst and a minimum 5-round burst for RIF weapons. Roll once to-hit per burst. Then on a hit roll a die equal to burst size to see how many rounds from the burst hit. FA-Full Auto Spray Fire: This is a Standard Action. Characters can fire full auto bursts of total Recoil up to twice their STR, or the weapon's magazine capacity, whichever is less - belt-fed weapons' max RoF may also limit this, eg an M60 LMG has a max RoF of 30/round including cooling time, a 7.62N electric minigun has a max RoF of 100/round. Divide bullets equally amongst all targets in area (up to 4m x 8m long or wide). See how many bullets can hit from every 20 fired, by taking 20-the to-hit number, which is target AC-firer to-hit bonus, and convert to %. Then roll a d6 for each bullet that can hit, vs a single target usually each '5-6' hits. At point blank range (3m) or vs close group of targets each 4-6 hits, or into a packed crowd each 2-6 hits. For armour, roll its Cover % to see if bullet hits armour. Example 1: Alan ATT +5, STR 15 shoots a burst of 15 rounds from a recoil-1 weapon at Brenda, AC 14. He hits on 9+, so 12 in 20 bullets, or 60%, can hit. 60% of 15 is 9, so roll 9 d6, each 5-6 hits her - he rolls 3 hits. Brenda has armour giving 50% cover, so roll % for each bullet to see if it hits her armour or a vulnerable spot. Always round fractions down, and if the number of bullets that can hit is less than 1, all miss (no roll). Where 20-'to hit' is over 20, for high RoF weapons use the following table: 20-'to hit' % of bullets that can hit 20 5% 21 4% 22 3% 23 2% 24 1% 25 0% Example 2: Alan is firing a 100 round burst from his AV6's minigun, +3 to hit, at a squad of enemy troops prone & sheltering behind rocks giving them net 95% cover, or +14 AC, for AC 24. 24-3 = 21, so 4% of shots can hit, he rolls 4 d6 and each 5-6 hits a random trooper. Suppressive Fire: 4mx8m area, as full auto but hits are only on a '6'. Remaining bullets may hit anyone entering the area until firer's next action. [/QUOTE]
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