Personal tools

6e Firing Modes

From Nighthawks Shadowrun Wiki

Revision as of 17:59, 3 May 2020 by EvilGM (talk | contribs) (Close Combat)
Jump to: navigation, search

Firing modes and Multiple Attacks

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

  • Semi Auto can be used with Multiple Attack to allow a Single Shot attack on two targets.
  • Burst Fire (Narrow Burst) can select one targeted with an AR of -3 (3 bullets DV +2).
  • Burst Fire (Wide Burst) to allow a combination of attacks of different targets. Each Additional targets require a Multiple Attack Minor Action and attacks with an AR of -3 on each attack using SA (2 bullets DV +1) or a SS attack (1 bullet normal DV.)
  • The Anticipation Edge Action can be used with either of the above examples but not with Full Auto.
  • Full Auto can be split the 10 bullets into smaller attacks against different targets without the need for the Multiple Attack Minor Action. Each attack has an AR of -6.. Long Bursts (6 bullets DV +3), Burst Fire (3 bullets DV +2), Semi Auto (2 bullets DV +2, or single shots (1 bullet DV Base)
  • Full Auto can fire a single attack at one target using 10 bullet on one target with -6 AR and +4 DV. Full auto can’t target the same target with multiple small attacks. R
  • HV Weapons can attack with a HV Full Auto Attack with an AR of -8 (15 bullets DV +5), OR a HV Narrow Bursts with an AR -6 (6 bullets DV +3), OR a HV Wide Burst with and AR of -6 (splitting attacks as per full auto above)

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 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.
  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 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!


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. 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