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  Message 1642 of 2630   Reply ] Forward ] View Source ]    
 

From: Dean Magill  <focus.design@v...>
Date: Tue Apr 11, 2000 6:39am
Subject: TORIS Articles Part II


Here's a new houserule all about Suppression fire, your opinions would be
appreciated............



Suppression Fire

Suppression fire is intended to keep your opponent's heads down whilst you'
re on the move or you're providing covering fire for an ally. This makes it
difficult and somewhat dangerous for your opponents to return fire.
A character may opt to provide suppressive fire whilst declaring his/her
actions for the turn if your side is going first. The player must decide how
many suppressive shots he/she will fire on top of any other actions for that
round. Suppression fire shots have a difficulty value of difficult and are
worked out in the normal manner. For each successful suppressive fire shot
for the action round add +1 to the difficulty for the opponents returning
fire in that action round. In addition, any opponent who fumbles their
returning fire shot has mistimed getting up and has been hit by the blaze of
fire. To work out the damage, select the highest to hit roll made by the
suppressing side and work out damage as normal. If multiple people fumble
then descend through the to hit rolls. In the situation where the number of
fumbles out weighs the number of weapons being used by the suppressive side,
work out fumbles as normal.


Example: Aves, Jarre and Jones are facing off four Stormtroopers in a
warehouse. Aves' side win the initiative and decide to act first. Aves and
Jones are going to cover Jarre while he moves forward, and they decide to
fire two suppression shots whilst Jarre moves twice, Aves also declares that
he's going to fire his light repeater on blanket fire mode for both shots.
The Stormtroopers elect to fire twice. Jarre moves successfully. Aves fires
his three suppression shots and gets 12, 24 and 18, only two shots are
successful. Jones fires his suppression shot and gets a 19, his shot is
successful. This means that the Stormtroopers add +3 to the difficulty when
returning fire. The Stormtroopers all take a shot at Jarre as the others are
behind cover. Jarre decides to dodge and gets 18. The Stormtroopers need 21
or more to hit Jarre (18+3=21), they roll 10, 15, 20 and 19, therefore no
hits. In the second round, Jarre moves successfully. Aves fires his three
suppression shots and gets 17, 20 and 26, all three shots are successful.
Jones fires his suppression shot and gets a 16, his shot is successful. This
means that the Stormtroopers add +4 to the difficulty when returning fire.
The Stormtroopers all take a shot at Jarre as the others still are behind
cover. The Stormtroopers need 22 or more to hit Jarre (18+4=22), they roll
5, 12, 23 and 17, one Stormtrooper managed to hit and another one fumbles
his roll. The Stormtrooper who hit works out the damage as normal and
manages to stun Jarre. The Stormtrooper who fumbled his roll gets hit by
Aves' Light Repeater, as Aves rolled the highest to hit and works out the
damage at 4D (See Repeating Blasters Article for full rules on repeating
blasters) and manages to wound the Stormtrooper.




Dean Magill
focus.desgin@v...
ICQ: 61171482

  Message 1642 of 2630    


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