Modern Weapons
Modern weapons, such as pistols, rifles, and other firearms are often capable of firing multiple times in a single round, even emptying their entire payload in a matter of seconds. The following rules deal with these situations.
Unless a Rate of Fire (RoF) is declared for a weapon, that weapon is assumed to be able to empty their entire payload within a single combat round (twenty seconds).
When firing more than one shot for a single to-hit roll, players must declare if they are firing a short burst, long burst, extended burst, or full auto burst. Unless otherwise stated in the weapon's description, the following rules apply to these types of bursts:
A short burst is considered to fire 20% of the weapon's maximum payload in a single to-hit roll. If the weapon uses a clip with 25 bullets, then 5 bullets are fired. Short bursts apply the following to-hit modifications: At short range, the burst is +15 to-hit. At medium range, the burst is +10 to-hit. At long range, the burst is +5 to-hit. In addition, short bursts use 2 more Action Points in addition to the standard weapons fire cost.
Long bursts will fire 33%, or one-third, of a weapon's maximum payload in a single to-hit roll (round all fractions down). If the weapon uses a clip with 25 bullets, then 8 bullets would be fired. Apply the following to-hit modifications to long bursts: At short range, the burst is +20 to-hit. At medium range, the burst is +10 to-hit. At long range, the burst is -5 to-hit. At extreme range, the burst is -15 to-hit. In addition, long bursts require an extra 4 Action Points in excess of the standard firing cost.
Extended bursts fire 50% of a weapon's maximum payload, rounding any fractions down. Extended bursts induce the following to-hit modifications: At short range, +30 to-hit. At medium range, +5 to-hit. At long range, -20 to-hit. At extreme range, -50 to-hit. Extended Bursts require 8 Action Points in addition to the standard weapon firing cost.
Full Auto bursts fire 100% of a weapon's available payload. Full Auto bursts induce the following to-hit modifications: At short range, the burst will be +50 to-hit. At medium range, the burst will be -10 to-hit. At long range, the burst will be -40 to-hit. At extreme range, the burst will be -75 to-hit.
Damage done by bursts is resolved as follows: After the type of burst is determined, the number of shots fired is determined. The player then rolls for damage as if every shot had hit. In cases of more than 5 shots being fired at a time, it's recommended that the player roll the standard damage roll and multiply the result by the number of rounds fired. The player then rolls percentiles to determine how much of that damage is dealt to the target in the case of a successful to-hit roll. In the case of rolls 01-25, 25% of the damage is dealt to the target. If the player rolls 26-50, 50% of the damage is dealt to the target. If the player rolls 51-75%, then 75% of the damage is dealt to the target. If the player rolls 76-90%, 90% of the damage is dealt to the target. If the player rolls 91-100%, then 100% of the damage is dealt to the target.
Full Auto bursts may be designated as “sweeps”, which will hit all targets swept. The amount of damage dealt to each potential target within the “sweep” is 20% of the total damage pool.