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
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
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.
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
)
are actually somewhat managable in full-auto fire...
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

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

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.

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

are actually somewhat managable in full-auto fire...