Summary of Burst Rule Comments Made in 1998

In 1998, it was determined that the standing burst fire rules were
causing some problems. The nature of these problems was simply that burst
weapons were too powerful compared too many other types of weapons.

There was little doubt or resistance to the idea that the burst rules had
to be reformed. The x2 and x3 multipliers to damage for short and long bursts
were considered reasonable. The x7 multiplier for a full clip burst,
however, was not.

In terms of basic battles between people in body armour, a person hit
by a full clip burst was sure to be turned into a fine red mist. The strategy
was simple: wait until your opponent used all his attacks or declare a
simultaneous attack of your own so that he could not dodge the burst.

In terms of battles involving heavy weapons, burst fire weapons could easily
do more damage than heavy energy weapons or railguns. The burst fire
weapon could also do the damage faster and cheaper. Why pay millions of
credits for a robot vehicle, when an infantry man could be outfitted with
a high quality burst weapon that could do more damage for a fraction of
the cost?

To clarify, consider the following example. Take a Spider Skull Walker vs. two
smucks hidding in a hole with energy rifles. Even in a straight on fight
the Walker could only inflict 1d6 x 10 damage with one of its rail guns.
In comparison, each smuck could empty an e-clip into the thing and do up to
4d6 x 7 damage each. Of course, this means using up two attacks and the clip
is empty, but on the next turn they could switch to a canister and start the
music again.

Adding to the confusion was the ever so popular rate of fire standard, which
to this day I am still unsure of. Several heroic attempts were made by people

to resolve the situation. It was very hard to find a solution that was
simple, pratical, and agreeable to everybody. After much debate, I believe
that we have found the solution.

For all weapons capable of firing bursts:

Short bursts: use 3 shots and does x2 damage

Long bursts: use 10 shots and does x3 damage

Extreme bursts: use 20 shots, two attacks, and does x5 damage

I believe that this solution keeps the damage sufficiently high to keep the
burst weapons pratical, yet limits the damage allowing other types of
weapons to compete.

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