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(Firing modes and Multiple Attacks)
(Close Combat)
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''Nightwing jumps into a pack of 6 gangers.
 
''Nightwing jumps into a pack of 6 gangers.
 
# '' '''Gather Dice''' Nightwing is a Human Adept with Edge 5, Agility 6 (Booster to 8), Close Combat 6 (Specialisation Batons) and Improved Ability (Close Combat) 2 for a total dice pool of 18.  He has Improved reflexes 3 and rolls 4D6+13, which gives hime 1 Major Actuion and 5 Minor Actions.  He is using Ambidexterous and two Batons. Each ganger uses two Block Minor Actions rolls Reaction (3) + Intuition (3) + Close Combat (3) for a dice pool of 9 for each block''
 
# '' '''Gather Dice''' Nightwing is a Human Adept with Edge 5, Agility 6 (Booster to 8), Close Combat 6 (Specialisation Batons) and Improved Ability (Close Combat) 2 for a total dice pool of 18.  He has Improved reflexes 3 and rolls 4D6+13, which gives hime 1 Major Actuion and 5 Minor Actions.  He is using Ambidexterous and two Batons. Each ganger uses two Block Minor Actions rolls Reaction (3) + Intuition (3) + Close Combat (3) for a dice pool of 9 for each block''
# '' '''Distribute Edge''' Nightwing has an AR of 6.  Each ganger has a DR of 5 (Body 3 + 2 armour for synth leathers.  Nightwing gains no Edge.  The GM awards each ganger 2 Edge for their overwhelming numbers.
+
# '' '''Distribute Edge''' Nightwing has an AR of 10 (AR 6 for the Baton + 4 for Strength).  Each ganger has a DR of 5 (Body 3 + 2 armour for synth leathers.  Nightwing gains 1 Edge.  The GM awards each ganger 1 Edge for their overwhelming numbers.
 
# '' '''Roll Dice and Spend Edge'''.  Nightwing attacks each ganger with both batons.  He spends 1 Major Action (Attack) and 5 minor actions (Multiple Attack) to target 5 additional targets beyond the first.  He decides to split is dice pool of 18 equally so will attack each target with 3 dice which he then splits between the two battons (2 and 1).  
 
# '' '''Roll Dice and Spend Edge'''.  Nightwing attacks each ganger with both batons.  He spends 1 Major Action (Attack) and 5 minor actions (Multiple Attack) to target 5 additional targets beyond the first.  He decides to split is dice pool of 18 equally so will attack each target with 3 dice which he then splits between the two battons (2 and 1).  
 
# '' '''Soak Damage''' If he hits each ganger on average would take 6S(e) (Base 5S + 1 next successes) damage and be zapped.''
 
# '' '''Soak Damage''' If he hits each ganger on average would take 6S(e) (Base 5S + 1 next successes) damage and be zapped.''
''But each ganger is professional rating 3 and has gained 2 Edge, so has enough Edge to re-roll all failures so on averrable would get 5 hits on their block test and would block the attacks!''
+
''But each ganger is professional rating 3 and has gained 1 Edge, so has enough Edge to re-roll all failures so on averrable would get 5 hits on their block test and would block the attacks!''
  
  
 
''NIghtwing faces the Gang leader''
 
''NIghtwing faces the Gang leader''
 
# '' '''Gather Dice''' Nightwing is a Human Adept with Edge 5, Agility 6 (Booster to 8), Close Combat 6 (Specialisation Batons) and Improved Ability (Close Combat) 2 for a total dice pool of 18.  He has Improved reflexes 3 and rolls 4D6+13, which gives hime 1 Major Actuion and 5 Minor Actions.  He is using Ambidexterous and two Batons. The Gange Leader uses two Block Minor Action and rolls Reaction (4) + Intuition (3) + Close Combat (4) for a dice pool of 11''
 
# '' '''Gather Dice''' Nightwing is a Human Adept with Edge 5, Agility 6 (Booster to 8), Close Combat 6 (Specialisation Batons) and Improved Ability (Close Combat) 2 for a total dice pool of 18.  He has Improved reflexes 3 and rolls 4D6+13, which gives hime 1 Major Actuion and 5 Minor Actions.  He is using Ambidexterous and two Batons. The Gange Leader uses two Block Minor Action and rolls Reaction (4) + Intuition (3) + Close Combat (4) for a dice pool of 11''
# '' '''Distribute Edge''' Nightwing has an AR of 6.  The Gang Leader has a DR of 8 (Body 4 + 4 armour for a jacket.  Nightwing gains no Edge but neither does the Gang Leader.
+
# '' '''Distribute Edge''' Nightwing has an AR of 6 (AR 6 for the Baton + 4 for Strength).  The Gang Leader has a DR of 8 (Body 4 + 4 armour for a jacket.  Nightwing gains no Edge but neither does the Gang Leader.
 
# '' '''Roll Dice and Spend Edge'''.  Nightwing attacks the Gang Leader with his batons one in each hand.  He spends 1 Major Action for the attack.  He decides to split is dice pool of 18 equally so will attack each batton with 9 dice.  On average he should get 3 hits per attack for a DV of 5S(e) (+2 for critical strike) vs the targets average of 4.  The Gang Leader had professional rating 4, so has enough Edge to re-roll all failures so on averrable would get 6 hits on their block test''
 
# '' '''Roll Dice and Spend Edge'''.  Nightwing attacks the Gang Leader with his batons one in each hand.  He spends 1 Major Action for the attack.  He decides to split is dice pool of 18 equally so will attack each batton with 9 dice.  On average he should get 3 hits per attack for a DV of 5S(e) (+2 for critical strike) vs the targets average of 4.  The Gang Leader had professional rating 4, so has enough Edge to re-roll all failures so on averrable would get 6 hits on their block test''
 
# '' '''Soak Damage''' If he hits the ganger on average would take 5S(e) (Base 5S + 0 net successes) damage from the baton and be zapped.''
 
# '' '''Soak Damage''' If he hits the ganger on average would take 5S(e) (Base 5S + 0 net successes) damage from the baton and be zapped.''
 
''As Nightwing has another 5 minor actions he could trade 4 minor actions for a major action and attack again''
 
''As Nightwing has another 5 minor actions he could trade 4 minor actions for a major action and attack again''

Revision as of 08:34, 4 May 2020

Firing modes and Multiple Attacks

When characters use an Attack Major Action with a firearm the attack is based on the Firing Mode.

  • Single Shot Each Major Attack action fires one bullet at base DV.

Cammy fires her trusty Defiance T-250 Shotgun (DV 4P, SS/SA, 7/10/6/-/-) on Single Shot at a Ganger at Near range . She spends a Attack Major Action. She attacks with an AR of 10 and a DV of 4P.

  • Semi Auto. Each Attack Major Action fires two bullets at AR -1 and DV +1. Weapons with this mode may chose instead to use Single Shot.

Cammy fires her trusty Defiance T-250 Shotgun (DV 4P, 7/10/6/-/-) on Semi Auto at a Ganger at Medium range . She spends a Attack Major Action. She attacks with an AR of 5 (Base 6 at Medium -1 for Semi Auto)) and a DV of 5P' (4P base +1 for Semi Auto.

  • Burst Fire (Narrow Burst). Each Attack Major Action fires a burst of 4 bullets at one target at AR -4 and DV +2.

Cammy has upgraded to a Mossberg CMDT Combat Shotgun (DV 4P, SA/BF 4/11/7/-/-) on Burst Fire (Narrow Burst) at a Ganger at Near range . She spends a Attack Major Action. She attacks with an AR of 7 (Base 11 at Near -4 for Burst Fire(Narrow Burst)) and a DV of 6P (4P base +2 for Burst Fire (Narrow Burst).

Cammy has upgraded to a speced out Mossberg CMDT Combat Shotgun (DV 4P, SA/BF 4/11/7/-/-) with Gas Vent [Barrel], Shock Pads [Stock] and a SmartGun [Top] on Burst Fire (Narrow Burst) at a Ganger at Near range . She spends a Attack Major Action. She attacks with an AR of 12 (Base 11 at Near -4 reduced to -1 but the Gas-Vent and Shock Pads +2 for the SmartGun for Burst Fire(Narrow Burst)) and a DV of 6P (4P base +2 for Burst Fire (Narrow Burst).

  • HV Burst Fire (Narrow Burst). Each Attack Major Action fires a burst of 8 bullets at one target at AR -6 and DV +4.
  • Burst Fire (Wide Burst). Each Attack Major Action splits two short bursts of 2 bullets at AR -4 and DR +1. This requires the Multiple Attack Minor Action. This can be used with the Anticipation Edge Action.

Cammy has upgraded to a Mossberg CMDT Combat Shotgun (DV 4P, SA/BF 4/11/7/-/-) on Burst Fire (Wide Burst) at a two Gangers at Near range . She spends a Attack Major Action and a Multiple Attack Minor Action. She attacks each ganger with an AR of 7 (Base 11 at Near -4 for Burst Fire(Wide Burst)) and a DV of 5P (4P base +1 for split Burst Fire (Wide Burst) counting as a SA attack. She must split her dice pool between the two targets but could spend 4 Edge for the Anticipation Edge Action to attack each ganger with her full Dice Pool.

Cammy has upgraded to a speced out Mossberg CMDT Combat Shotgun (DV 4P, SA/BF 4/11/7/-/-) with Gas Vent [Barrel], Shock Pads [Stock] and a SmartGun [Top] on Burst Fire (Wide Burst) at a two Gangers at Near range . She spends a Attack Major Action and a Multiple Attack Minor Action. She attacks each ganger with an AR of 12 (Base 11 at Near -4 reduced to -1 but the Gas-Vent and Shock Pads +2 for the SmartGun for Burst Fire(Wide Burst)) and a DV of 5P (4P base +1 for split Burst Fire (Wide Burst) counting as a SA attack. She adds 1 to her Dice Pool for the SmartGun/SmartLink. She must then split her dice pool between the two targets but could spend 4 Edge for the Anticipation Edge Action to attack each ganger with her full Dice Pool.

  • HV Burst Fire (Wide Burst). Each Attack Major Action splits two short bursts of 4 bullets at AR -6 and DR +2. This requires the Multiple Attack Minor Action. This can be used with the Anticipation Edge Action.
  • Full Auto. Each Attack Major Action fires 10 bullets. The shooter chooses to split their dice pool among any valid targets in range without the use of the Multiple Attack Minor Action. This can be used to attack several targets or single target with a series of small dice pools (or a combination of the two). Each attack has a AR of -6 and a DV of base. This fire mode can't be used with Anticipation.

Cammy picks up a Steyr TMP Machine Pistol with Laser Sight [Top] from a dead Ganger (DV 2P, SA/FA 8/8/6/-/-) on Full Auto at three Gangers at Near range . She spends a Attack Major Action (but doesn't need to use the Multiple Attack Minor Action as this is free with Full Auto). She attacks each ganger with an AR of 3 (Base 8 at Near -6 for Full-Auto and a DV of 2P. She has a Dice Pool of 5 (Agility 3, Firearms 2) between the three targets and splits them 3, 1, 1. She could even attack one ganger 3 times with a split Dice Pool e.g. 2, 2, 1.

Bentene is packing a speced out FN-P93 Predator SMG with Wireless Enabled Smart Gun [Top], Shock Pad [Stock] and Gas-Vent (DV 2P, SA/FA 9/12/7/-/-) on Full Auto at three Gangers at Near range . He spends a Attack Major Action (but doesn't need to use the Multiple Attack Minor Action as this is free with Full Auto). He attacks each ganger with an AR of 8 (Base 12 at Near -6 for Full-Auto reduced to -3 by the Stock and Gas-Vent) and a DV of 4P. He has a Dice Pool of 13 (Agility 7, Firearms 5, +1 Wireless Enabled Smarklink) between the three targets and spits them 5, 4, 4. He could even attack one ganger 3 times with a dice pool of 7, 3, 3.]

  • HV Full Auto. Each Attack Major Action fires 10 bullets. The shooter chooses to split their dice pool among any valid targets in range without the use of the Multiple Attack Minor Action. This can be used to attack several targets or single target with a series of small dice pools (or a combination of the two). Each attack has a AR of -7 and a DV of base. This fire mode can't be used with Anticipation.

Wide Bursts and Walking Fire

When an attack is made with a Wide Burst against multiple targets, if the targets are more than 1 meter apart for each additional 1 m between the targets a round of ammo is use up. If the attacker uses a SmartGun system the road of ammo will not be fired but the total number of rounds used in the wide burst will be reduced by 1.

Using Weapons in Each Hand

When attacking with more that one weapon each attack after the first requires one Multiple Attack minor action. Make a separate attack roll for each attack, splitting the dice pools between the multiple attacks (If the attacks are made with weapons that have a different skill or specialisation use the average of the two skills to calculate the dice pool. This is compatible with Anticipation but the character only gains their full dice pool on their on-hand, their off hand gets half the dice pool rounded up. When attacking with your off-hand, you can neither gain nor use Edge. If you’re attacking with two hands, the attack from your primary hand can still gain and spend Edge; for other rules, see Multiple Attacks below.

Bentene has a two Ares Predators each with an integral SmartGun system and a barrel mounted Gas-Vest in each hand and wants to shoot two gangers, with one burst from each gun on each ganger. He has Agility 7, Firearms 5 (Pistols 7) and a wireless active SmartLink (CyberEyes). He uses his wireless link to switch both to Burst Fire mode, a Minor Action but immediately gains a Minor Action due to the SmarklLnk.'

  1. Grab Dice: He uses an Attack Major Action and Multiple Target Minor Action (to shoot the second ganger). He splits his Dice Pool of 15, 10 against the first ganger, and 5 against the second ganger.
  2. Distribute Edge Each Ares Predator has a base AR of 11 (Base of 10 at near range, +2 for SmartLink, -3 for Burst reduced to -1 by the Gas-Vent). The gangers both have a DR of 5 (Body 3 + 2 Synth leather). Bentene gains 1 Edge against the first ganger using his on-hand, but CAN NOT gain Edge against the second ganger as he is using his Off Hand.
  3. Roll Dice and Spend Edge On the first attack he rolls 4,5,2,6,4,2,4,2,5,6 = 4 Hits. He spends 2 Edge to +1 to one of the 4's to a 5 for a total of 5 hits. The Ganger uses a Dodge Minor Action and rolls Agility + Reaction + Athletics (8 dice) and gets 2 hits. Against the Second ganger he rolls 5 dice and gets 1, 1, 1, 4, 5. A GLITCH but still a hit. He can't spend Edge on this roll as he is using his off-hand. The Ganger uses a Dodge Minor Action and rolls Agility + Reaction + Athletics (8 dice) and gets 3 hits, so dodges the attack
  4. Soak Some Damage The first ganger now rolls a Body test vs a DV of 7P (Base 3+ +2 DV for Burst Fire, +2 net hits). He rolls 1 Hit and takes 6 Physical Damage.
  5. Bring the Pain The first ganger is now on -2 to all dice pools and as the damage is greater than his Professional Rating of 3 will give of fighting.

If Betene had used the 4 Edge Anticipation Action, he could have rolled his full dice pool (15) with his on-hand shot against the first ganger, and half the dice pool (7.5 rounded up to 8) against the second ganger.

Close Combat

  • Melee attacks allow you to attack multiple targets. Each target attacked after the first requires additional Multiple Attack Minor Action.

Nightwing jumps into a pack of 6 gangers.

  1. Gather Dice Nightwing is a Human Adept with Edge 5, Agility 6 (Booster to 8), Close Combat 6 (Specialisation Batons) and Improved Ability (Close Combat) 2 for a total dice pool of 18. He has Improved reflexes 3 and rolls 4D6+13, which gives hime 1 Major Actuion and 5 Minor Actions. He is using Ambidexterous and two Batons. Each ganger uses two Block Minor Actions rolls Reaction (3) + Intuition (3) + Close Combat (3) for a dice pool of 9 for each block
  2. Distribute Edge Nightwing has an AR of 10 (AR 6 for the Baton + 4 for Strength). Each ganger has a DR of 5 (Body 3 + 2 armour for synth leathers. Nightwing gains 1 Edge. The GM awards each ganger 1 Edge for their overwhelming numbers.
  3. Roll Dice and Spend Edge. Nightwing attacks each ganger with both batons. He spends 1 Major Action (Attack) and 5 minor actions (Multiple Attack) to target 5 additional targets beyond the first. He decides to split is dice pool of 18 equally so will attack each target with 3 dice which he then splits between the two battons (2 and 1).
  4. Soak Damage If he hits each ganger on average would take 6S(e) (Base 5S + 1 next successes) damage and be zapped.

But each ganger is professional rating 3 and has gained 1 Edge, so has enough Edge to re-roll all failures so on averrable would get 5 hits on their block test and would block the attacks!


NIghtwing faces the Gang leader

  1. Gather Dice Nightwing is a Human Adept with Edge 5, Agility 6 (Booster to 8), Close Combat 6 (Specialisation Batons) and Improved Ability (Close Combat) 2 for a total dice pool of 18. He has Improved reflexes 3 and rolls 4D6+13, which gives hime 1 Major Actuion and 5 Minor Actions. He is using Ambidexterous and two Batons. The Gange Leader uses two Block Minor Action and rolls Reaction (4) + Intuition (3) + Close Combat (4) for a dice pool of 11
  2. Distribute Edge Nightwing has an AR of 6 (AR 6 for the Baton + 4 for Strength). The Gang Leader has a DR of 8 (Body 4 + 4 armour for a jacket. Nightwing gains no Edge but neither does the Gang Leader.
  3. Roll Dice and Spend Edge. Nightwing attacks the Gang Leader with his batons one in each hand. He spends 1 Major Action for the attack. He decides to split is dice pool of 18 equally so will attack each batton with 9 dice. On average he should get 3 hits per attack for a DV of 5S(e) (+2 for critical strike) vs the targets average of 4. The Gang Leader had professional rating 4, so has enough Edge to re-roll all failures so on averrable would get 6 hits on their block test
  4. Soak Damage If he hits the ganger on average would take 5S(e) (Base 5S + 0 net successes) damage from the baton and be zapped.

As Nightwing has another 5 minor actions he could trade 4 minor actions for a major action and attack again