[Spycraft] Bursts, Autofire, and You

Kannik

Legend
Greets everyone,

Playing Spycraft right now, and the autofire and burst rules are leaving me with a scuzzy feeling. I guess you could say I don't like them :P They're poorly worded and inconsistant with each other. As a temporary fix, our group will run bursts like a half-action Autofire with one 3 shot burst (and autofire isn't a bunch of bursts, is one long fire, but same game mechanics).

However, I desire something more... accurate.

A 3 shot burst in most weapons is fast enough that the last bullet is leaving the barrel just as the recoil starts to spoil your aim*. Given that, I can see something akin to a -1 overall to hit, and a 'one hit per 4 over' sort of rule.

But autofire makes no sense to me. Say I shoot half a clip -- 15 rounds. My FIRST bullet suffers a -5 to hit just because LATER on recoil is going to spoil my aim? Huh? I know physics work differently in spy games, but in that case there is no recoil :P

So. Here's my suggestion, or rather, here's something I propose that isn't worked out yet but I hope that you can help me formulate into something workable }:>

For autofire -- choose about how much of a burst you'd like to fire off. Roll your attack roll vs Target Defence. To determine hits, first shot hits on number required, next one hits on 2 higher, next on 3 higher than that (5 total), next on 4 higher than that (9 total), etc. Thus...

Target Defence: 10
bullet: 1 2 3 4 5 6 7 8 etc..
Roll to hit: 10 12 15 19 24 30 37 45 etc..

Also, perhaps bonuses due to high strength or skill, for control.

Compared to Spycraft Standard rules -- lets say that the above was a 15 shot autofire (-5 to hit)

1 2 3 4 5 6 7 8
15 19 23 27 31 35 39 43

So, the proposed system certainly is deadlier, though if you're rolling REALLY hot, you'll actually hit with less (at 8 bullets or more, in this case). This also illustrates that long bursts in Spycraft standard rules are completely and utterly useless unless its a totally stationary object. :P

3-round burst fire could be handled in the same way.

Another option might be to have a roll in some way to see if one loses control of the weapon during autofire -- but it seems to be adding to many rolls.

I appologize for the unstructured nature of this post }:> What think all of you of this idea, or, any other suggestions for unifying burst and autofire under one set of rules and 'realistic' effects?

Kannik

* - Note that my presumption about 3 round bursts comes from a review
of the Baretta 93R, where the article writer made this claim. Also,
I've read that some weapons (such as the Baretta PM-12S (hmm, didn't
realize they were both Barettas when I pulled out these examples :P)
are actually somewhat managable in full-auto fire...
 

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Just kind of a fact check...

The writer of that article (about the 93R) must either be a big guy, have strong arms, or using subloaded bullets because the only weapon I know of that can claim to have the 3 round leave before recoil moves the barrell is the H&K G11 which fires at around 3000 rpm in 3 round burst mode.

The 93R is a very small gun (for burst fire) and the smaller the gun the more it will recoil because there is less weight to absorb the force.

Not saying anything about you, of course, just the article's writer.

As for your rules, I like them. Makes each subsequent shot more difficult, which is pretty much how it is. Takes slightly more book keeping though. Still penalizes the guy who just holds down the trigger (spray and pray), which is how it should be.

There is a reason that the M16A2 does not have a full auto mode.
 


The writer of that article (about the 93R) must either be a big guy, have strong arms, or using subloaded bullets because the only weapon I know of that can claim to have the 3 round leave before recoil moves the barrell is the H&K G11 which fires at around 3000 rpm in 3 round burst mode.

IIRC, the photos that accompanied the article were of a rather brawny female bodyguard taking the pistol through its paces -- I'm not sure if she was the writer of the article nor if the firing tests were based on her experiences. Though, as my memory of the article returns more clearly, they may have indicated that the 2nd bullet should be out the barrel before recoil began to spoil your aim to much, and not necessarily all 3. Hmmm. I do know for sure that they were using the little fold-down handle at the front, but can't remember if they were making the 'before recoil' claim with the use of the optional stock. And, of course, the magazine article is 5000km away so I can't check :P


As for your rules, I like them. Makes each subsequent shot more difficult, which is pretty much how it is. Takes slightly more book keeping though. Still penalizes the guy who just holds down the trigger (spray and pray), which is how it should be.

Excellent, thanks... I too am afraid that it increases bookeeping, but perhaps blatting out a chart that shows what's needed to roll to hit defence X with bullet Y would help speed it up. It'd be bulky, but quick.

I'd also like to split the firearms into different 'recoil categories' that would take into account construction, calibre and ergonomics, but that's probably getting a bit too detailed for a spy game play. }:>

There is a reason that the M16A2 does not have a full auto mode.

-grin- From what I heard, it was due to fire control (more specifically, lack thereof) and the inability for them to master the 'double tap'.

Kannik
 

I've yet to see a d20 game handle autofire well, but I can tell you that rolling for each round will not only be a headache, but isn't any more realistic than the other methods.

The G11 "recoil from 1st shot not hitting til the 3rd round leaves the barrell" was a little marketing byte that wasn't necessarily true for all the prototypes. It certainly isn't true for any other full auto weapons. Considering the -93R has a pretty low cyclic rate, I'd be highly dubious about that article. The Mac-10 is pretty close to the Beretta in size, and its best used by pointing it in a general direction and letting it work as a tiny shotgun.

(As an aside, the G11's story is a fascinating one... http://www.hkpro.com/g11.htm has the best information I've ever seen about it. Sadly, it was never even close to being a production weapon, despite showing up in almost every modern combat game... )

As for how to handle bursts, I'd just give a to-hit bonus and maybe let an extra round hit for every 5 points over the needed number. Or maybe only 3 points per extra round...either way, in modern combat burst fire is there for an increased probablity of a hit, not to deal more damage. Realistically, a mechanic to handle hits by multiple rounds at close range, while giving a bonus to hit with a single round at long range is needed. I cant imagine one that would be playable enough to justify the effort, though.

As for the burst limiter on the M-16A2, it has more to do with the fact that the M-16 couldn't handle the cyclic rates it was designed with, and had very pour accuracy with bursts of more than 3-5 rounds. Assault rifles really aren't very good in the suppressive fire role; they dont have the ammo capacity, and their barrels are usually too light to sustain fire for long. That's the LMG/SAW gunners' job.
 
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As a side note, agent's who really want to be good with fully automatic weapons can do more with the autofire rules :).

From the Soldier / Wheelman Class Guide~

Machine Gun Basics
You are highly skilled with fully-automatic weapons.
Prerequisites: Speed Trigger, base attack +3 or better.
Benefit: You are proficient with all fully automatic weapons (those that may be fired in strafe mode), even if you don’t have the appropriate Weapon Group Proficiency feat for the weapon. When firing a weapon in burst mode, burst attacks use up only 2 shots each. Further, you receive a +1 competence bonus to all attack rolls when making an autofire or strafe attack. Finally, your Strength is considered 4 higher when determining recoil penalties (see the Modern Arms Guide, page XX).

Machine gun Mastery
You are an expert with fully-automatic weapons.
Prerequisites: Machine gun Basics, base attack +10 or higher.
Benefit: When making an autofire or strafe attack, each volley uses up only 2 shots (though the number of targets it may hit is unchanged). When making an autofire attack, you score an additional hit for every 3 points that your attack roll exceeds the target’s Defense. Finally, you may use a machine gun one-handed (in your chosen hand only, unless you have the Ambidexterity feat), but you suffer a –2 to all attack rolls with the weapon when doing so.
 

Kannik said:
I'd also like to split the firearms into different 'recoil categories' that would take into account construction, calibre and ergonomics, but that's probably getting a bit too detailed for a spy game play. }:>

Kannik [/B]

Ah talking about guns, makes me feel all warm and fuzzy inside.

I like the idea about different recoil categories. Again more book keeping but if your group does a lot of autofire then it might be worth it.

I remember firing a fully auto Thompson and being pretty surprised how little the barrell rose. I could empty half a clip with it and retain reasonable control of the barrell. Course the Tommy gun is relatively heavy, especially compared to the round it fired and I would never try to fire it one handed. Still I found it interesting.
 

Hold down the trigger...

As for how to handle bursts, I'd just give a to-hit bonus and maybe let an extra round hit for every 5 points over the needed number. Or maybe only 3 points per extra round...either way, in modern combat burst fire is there for an increased probablity of a hit, not to deal more damage.

I like the idea about different recoil categories. Again more book keeping but if your group does a lot of autofire then it might be worth it.

Well... here's something quick I came up with:


Recoil
1 2 3 4 5 6 7 8 9 10
1 0 2 4 7 10 14 18 23 28 34
2 0 2 5 9 14 20 27 35 44 54
3 0 3 7 12 18 25 33 42 52 63


Where recoil is the 'Recoil Category' of the firearm, the 1-10 at the top is the bullet #, and the #s in the table are the roll needed over the target's Defence to hit with that many rounds.

To compare to spycraft's base:

3 7 11 15 19 23 27 31 35


for a 9-shot burst thingee.

Actually, I just realized, am I reading their autofire thing wrong? It says you make a bunch of '3 round bursts', and hit with one per 4 over... so, do they mean that you hit with one burst for each 4 over, thus doing X+2 damage (where X = normal weapon damage), just as one does with their narrow burst? if so... that seems even sillier.

Now, if instead we were trying to simulate 'better hit chance' vs 'more bullets hitting' (ie damage), then it gets tricky. I'm guessing that actually, not having a 3-round burst being 'out of barrel before recoil' (I MUST find that article to see if I'm remembering wrong) is actually a boon, for the small deviation in the aim will actually increase the chance of hitting by causing a bullet spred -- is this what they're actually trying to simulate in Spycraft with their 'wide burst'? I dismissed it as sillyness, thinking one was trying to 'spray' an area to gain better accuracy -- which seemed a ludicrous concept with only 3 rounds.

So, if we try to include that... hmm. Well, with a longer full-auto burst, assuming you could control it (Thompson yes, Mac10, er, NO), some bonus to hit but some mechanism for indicating few rounds hit, or the other popular mechanic of having the target make a reflex save and get hit a bit?

For a 3r burst... could we differentiate between trying to 'hold gun loose' and let it wander around an area to give bonus to hit, vs 'tight grip' in an attempt to group shots together for more damage? (ie, tight and wide burst?) Something akin to... tight burst= no mod to hit, hit with extra bullet every X, wide burst = bonus to hit, hit with extra bullet every Y, where Y > X? Or for wide burst roll for each shot seperatly? (not something I had ever suggested before as it'd be a pain, but maybe its appropriate here).

Wow. This is getting long and complex :P

Time to let the mind work on this some more...


From the Soldier / Wheelman Class Guide~

I need to get that... I'm playing a Wheelman. }:>

BTW, thanks for the G11 link. I'd lost track of its development at some point, nice to hear the latest news... }:>

Kannik
 


Varient

*takes off official hat*

One thing you might try if you are really commited to lethality in fire armes is adding the following to the Narrow Busrt action~

"If this attack results in a threat but the agent does not convert the attack to a critical hit, it instead does double (x2) damage"
 

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