Friday, November 1, 2013

Rate of Fire (RoF) Updated 11/3/13

     The information presented in this post can also be found in the post titled 'Agility & Actions' (which has recently been updated).

     As an example for reference, the Necromunda-pattern Autogun:
     Basic/Solid Projectile (4 XP); Range: 35m (Point Blank: 1-3m, Short: 4-35m, Effective: 36-70m, Medium: 71-105m, Long: 106-140m, Extreme:141-175m); RoF: S/2/3d5; Damage: d10+2+RCB [I]; Penetration: 0; Reload: 2 AP; Reliable (only Jams on 96+), Storm 1 (see Full Auto Attack/Suppressing Fire Attack, Notation a, below); Rarity: 4.

  • Single Shot Attack (1 AP)- Exactly as the Action name implies, the PC spends 1 AP to take the Single Shot Attack Action, firing one shot at his/her opponent/target by making an Ordinary (+10) Ranged Combat Test. This Action does benefit from the to-hit bonus derived from taking one or more Aim Actions prior to taking the Single Shot Attack Action.
  • Semi-Auto Attack (1 AP)- Some ranged weapons are capable of firing two- or three-round bursts, referred to as a Semi-Auto Attack- the PC spends 1 AP to take the Semi-Auto Attack Action, firing his/her weapon at an opponent/target by making a Challenging (+/-0) Ranged Combat Test. The number of hits scored from a Semi-Auto Attack is based on the shooter's DoS- 1 DoS: 1 hit; 2-3 DoS: 2 hits; 4-5 DoS: 3 hits; 6-7 DoS: 4 hits; 8+ DoS: 5 hits. Additional hits after the first may be assigned to multiple targets as long as they are within 2 meters of the original target. This Action cannot benefit from the to-hit bonus derived from taking one or more Aim Actions prior to taking the Semi-Auto Attack Action.
  1. Multiple hits to any single target/opponent from a Semi-Auto Attack add +1 to the Damage calculation per hit.    
  • Full Auto Attack/Suppressing Fire Attack (1+ AP, Extended Action/3 AP)- Fully-automatic ranged weapons are capable of letting out a torrent of solid projectiles, searing las-beams, or buzzing flechettes, and are excellent for suppressing the enemy if not for actually hitting them. A PC may take this Action if he/she is using a ranged weapon capable of Full Auto RoF, and if he/she is not Engaged or Fleeing. This Action (either) does not benefit from the to-hit bonus derived from taking one or more Aim Actions. 
    1. Full Auto weapons will have a FA RoF listed as Xd5 or Xd10, where X equals the maximum number of dice (RoF Dice) that may be rolled to determine the number of shots fired by the weapon. The maximum number of shots a Full Auto weapon can fire in any Turn is then equal to the highest result of all RoF Dice combined- ex: a Full Auto weapon with a RoF listed as 3d5 can fire a maximum of 15 shots per Turn. When taking the Full Auto Attack Action, each 1 AP spent allows the Player to roll one (1) of these RoF Dice. The PC then chooses an individual target within range and LoS and makes a Difficult (-10) Ranged Combat Test- the number of hits scored from a Full Auto Attack is based on the shooter's DoS- 1 DoS: 1 hit; 2 DoS: 2 hits; 3 DoS: 3 hits, and so on, up to the total number of shots generated by RoF Dice. Additional hits after the first may be assigned to multiple targets as long as they are within 2 meters of the original target. Any target that is hit by Full Auto weapon fire must make a Challenging (+/-0) Pinning Test (versus Willpower) with a modifier based on the Range band within which they find themselves- Point Blank: -30; Short: -10; Effective: +/-0; Medium: +10; Long: +20; Extreme: +40.  
    2. Full Auto weapons also allow PCs to lay down a blistering hail of Suppressing Fire- the AoE of Suppressing Fire is a 45-degree cone within the PC's LoS that extends to the maximum range of the weapon being used. When taking the Suppressing Fire Attack Action the PC spends 3 AP- all allies and enemies within the AoE must make a Challenging (+/-0) Pinning Test (versus Willpower) with a modifier based on the Range band within which they find themselves- Point Blank: -30; Short: -10; Effective: +/-0; Medium: +10; Long: +20; Extreme: +40. Additionally, the "spray and pray" of a Suppressing Fire Attack may incidentally hit someone- after working out all Pinning Tests, the PC makes a Very Hard (-30) Ranged Combat Test that is further modified by the Range and Movement Rate of the closest target within the AoE. The number of hits scored from a Suppressing Fire Attack is based on the shooter's DoS- 1 DoS: 1 hit; 2-3 DoS: 2 hits; 4+ DoS: 3 hits. Additional hits after the first may be assigned to multiple targets as long as they are A- within 2 meters of the original target, and B- within the same Range band as the original target. 
    3. Ammo Expenditure- The amount of ammunition used in a Single Shot Attack is self-explanatory. The amount of ammunition used in a Semi-Auto Attack is equal to the Semi-Auto RoF listed for the weapon being used. The amount of ammunition used in a Full Auto Attack is equal to the highest possible number of shots that could result from the number of RoF Dice rolled- ex: a PC using a Full Auto weapon with a FA RoF listed as 3d5 spends 1 AP during his/her Turn to make a Full Auto Attack (1d5 RoF Die), so the ammunition used is 5. The amount of ammunition used in a Suppressing Fire Attack is equal to the maximum number of shots that could be generated by rolling all RoF Dice- ex: a PC using a Full Auto weapon with a FA RoF listed as 3d5 spends 3 AP during his/her Turn to make a Suppressing Fire Attack (3d5 RoF Dice), so the ammunition used is 15.
    4. Multiple hits to any single target/opponent from a Full Auto Attack add +1 to the Damage calculation per hit.
         a- All "standard" Full Auto weapons (ie: Autogun, Splinter Rifle) will possess the Special Weapon Quality: Storm (1)- all this means is these Full Auto weapons fired at the Full Auto RoF will score a number of hits equal to 1x the hits generated by the DoS on the Ranged Combat Test. A Full Auto weapon with Storm (2) fired at the Full Auto RoF (ie: Storm Bolter, Shard Carbine) will score a number of hits equal to 2x the hits generated by the DoS on the Ranged Combat Test, and so on up to Storm (5). Note this Special Weapon Quality also affects errant hits generated from Shooting Into Melee (see Notation 1, below).
    1. If taking the Single Shot Attack, Semi-Auto Attack, or Full Auto Attack/Suppressing Fire Attack Action while Shooting Into Melee (-20 to Ranged Combat Tests), all hits (based on DoS) strike the original target, and all errant hits (based on a failed Ranged Combat result of doubles) are instead randomized among the melee combatants, to include the original target, with the number of errant hits scored being equal to the DoF (up to the maximum number of shots fired that Turn).
    2. Full Auto Attack/Suppressing Fire Attack cannot benefit from the to-hit bonus derived from taking one or more Aim Actions.
    3. Suppressing Fire Attack cannot be combined with the Delay Utility Action. 
    4. Weapons capable of Full Auto Fire will Jam on an unmodified to-hit roll of 91+ (see post titled 'Weapon/Armour Condition' for details on Weapon Jams).
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