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You can fill an area with projectiles, discouraging enemies from moving or taking the chance to act without the advantage of cover. Suppressive Fire is a Complex action that serves two functions: pinning and stray shots. When you use the Suppressive Fire action, you choose what area the action will affect and roll your pinning test. Until the start of your next turn, you will roll a stray shot test during the turn of each character in the area of your suppressive fire.
Ranged Weapon Requirement: Suppressive Fire can only be performed with ranged weapons. Further, ranged weapons that can launch more projectiles make this action far more effective. While thrown weapons can be used for Suppressive Fire, they will likely only work with cooperation from multiple allies (see below).
Multiple weapons may be used together for one Suppressive Fire action. The following rules largely assume use of one weapon only; rules for using multiple weapons can be found in the subsequent Additional Rules section.
|Long Burst||threshold +1|
|Short Burst||threshold +2|
|Single Shot||threshold +4|
|Cone Area||dice -2|
When You Use Suppressive Fire
When you take the Suppressive Fire action, follow these steps.
- Choose Weapon: You will need to determine your weapon’s range increment and your attack density, which is the number of rounds you will fire. Though Suppressive Fire is a Complex action, you may fire as many rounds as you could with 6 IPs worth of actions.
- Choose Area: You choose to target a line or cone area. If your density equals 1, you cannot choose a cone. Otherwise, choosing to target a cone halves your density (round down).
- Pinning Test: You roll Intuition + weapon skill rating. This test is modified based on the number of rounds you launch and the area you chose to affect (see table). Your net hits equal the threshold for subjects within your suppression to resist pinning.
Note: Apply the lowest threshold modifier only. For every short burst (or approximate rounds) fired in addition to a full burst, your pinning test gains a +1 dice bonus.
Until the start of your next turn, any character that begins their turn in the suppressed area or who enters it is subject to the following steps. Mobile objects, such as drones, are subject to these rules as well. The character or mobile object is hereafter referred to as the defender.
1. Defender Resists Pinning
At the start of their turn or when they try to enter the suppressed area, the defender rolls a Willpower + Discipline test with a threshold equal to the net hits scored on your pinning test. Your weapon’s range increment penalty applies as a reduction to this test’s threshold.
Success: The defender can act normally while within the area of your suppressive fire.
Failure: If the defender has no cover from you, they must Move or Run to seek the most cover within reach. If no cover is available, they instead Fall Prone. Once behind cover or Prone, the defender can take no actions that would reduce their cover to you and are Stuck. If the defender glitched on their Discipline test to resist pinning, they must take the Full Defense action if they have the IPs available. These effects last until they succeed a new test to resist pinning, until the suppression ends, or until the suppression area is moved and no longer includes them.
A defender entering the suppressed area that fails to resist pinning cannot enter the area. They are not Stuck or limited in their action choices except that they cannot enter your area of suppression.
2. Stray Shots
Regardless of whether the defender resists pinning or not, they are still in an area saturated with projectiles. The following steps apply only to defenders inside the suppressed area.
- Stray Shot Test: You roll an Edge + density test. This is treated as a weapon test, incorporating any modifiers that would apply to your weapon’s attacks normally. This test is rolled at the start of the defender’s turn if they are already in the suppressed area or when the defender enters the area if they started their turn outside of it.
Cover: Your attack is always considered attacking through cover when laying down Suppressive Fire.
- Stray Shot Defense Test: The defender rolls an Edge + defense skill test. The defender may employ any skill normally capable of defending against your suppressing weapon and applies all normal modifiers to this test as any other defense test.
- Resolve as an Attack: Resolve this opposed test like a normal attack. Any non-penetrating hit reduces your Suppressive Fire’s density by 1 (to a minimum of 0) and decreases your stray shot test result by 1 hit. Note: This does not affect the threshold set by your pinning test, only the likelihood of hitting with stray shots.
- Repeated Defense: While in the suppressed area, any time the defender’s level of cover against you changes, they must roll a new stray shot defense test against your initial stray shot test result (you don’t roll more than once per character turn). The defender’s defense frequency penalty only increases by 1 for all stray shot defense tests combined, adding this increase at the end of their turn or when they leave the suppressed area.
If you have a weapon that can fire more than once per initiative pass or if you have more than one ranged weapon, you can multiattack to make your suppression more effective.
Density: The number of rounds you launch from all weapons is cumulative for purposes of density. Calculate this before halving density for cone areas.
Pinning Test: Combine all rounds fired for determining threshold increase or dice bonus for your pinning test. Every 3 rounds fired equals a short burst. A long burst equates to two short bursts and a full burst equates to 3 short bursts. If using multiple weapons, use whichever skill rating is higher for your pinning test.
Stray Shots: If using multiple weapons, you must determine which weapon is hitting the defender. If this cannot be determined randomly, the GM will choose. The chosen weapon determines attack penalties (like recoil), base DV, and whether the target is subject to multiple hits.
Multiple allies can delay actions to aid with suppressive fire. All characters must reserve a Complex action to use Suppressive Fire on another character’s turn. A character cannot aid Suppressive Fire that is already in progress. To aid, all cooperating characters must initiate the suppressive fire at the same time.
Primary Test: The active character (not a delaying character) makes all primary tests. All other allies are assistants. Only the primary test is opposed by defenders.
Must Use Cone Area: The area for the suppressive fire must be a cone.
No Obstructions: Allies cannot aid with suppressive fire if there is any cover between them and the suppressed space adjacent to the active character. If there is substantial cover between an ally and most of the suppressed area, the GM may rule that the ally cannot assist.
Assistants Roll Tests: All assistants roll a pinning test, granting a number of dice to the primary test equal to the net hits scored. These tests are subject to normal pinning test modifiers based on each assistant’s weapon(s). A glitch halves the number of hits scored, a critical glitch grants no benefit.
Stray Shot Tests: The density is cumulative from all participants (added before being halved by the cone area). Use the highest Edge rating of all participants. To determine which weapon is being used for purposes of penalties, damage, and gun mode, all participating characters roll 1d6, using one of the weapons used by the character with the highest score. (To speed up gameplay, the GM may simply rotate through participants in sequence.)
Thrown and Launcher Weapons
Thrown weapons fly substantially slower and allow the use of different skills to evade than launchers like firearms and energy guns. If both thrown weapons and other launchers are used together, the density for your Suppressive Fire only increases by 1 for every 2 thrown weapons.
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