There's been some dissatisfaction expressed over MGT's autofire rules. Full auto seems a little puny compared to the amount of ammo expended, and there is also somewhat of a lack of differentiation between automatic weapons.
Option 1:
A sort of return to the original autofire mechanic from the playtest when T/E was still in vogue.
Auto Values of weapons: range from 3 to 6, so Pistol 3, Assualt Rifle 4, ACR 6 etc
Burstfire: as MGT RAW, the Auto value is added to damage.
Full-auto: roll the number of dice indicated, choose the highest as the common die, then match it with the others one by one. So Auto 3 gives 2 attacks, Auto 6 gives 5. No more than a +1 bonus can be obtained from skill and Dex, and recoil goes up by a factor of 1. 3 times the Auto value in rounds fired.
Rationale: this allows auto numbers in odd as well as even, so 3, 4, 5, 6, allowing more differentiation between weapons, while increasing the chance of hitting with full auto, the more chance the more rounds fired.
Option 2: (on reflection I prefer this one, so I'll probably use this as my house rule.)
Auto Values: vary from +1 to +3 (or even higher for a putative LMG)
So an Auto-Pistol is at +1 (the 'double tap' in burstfire mode), Auto-Rifle and Assault Rifle at +2, and the ACR a variable +1 to +3, depending on the user setting (can be changed as a free action)
Burstfire: the value acts as a bonus to hit (this will also potentially increase damage too as Effect is added), with twice the rounds fired as the auto value. This bonus goes down by 1 at Medium range, and 2 at long, 3 at very long, etc.
Full-Auto: the auto value represents the number of extra attacks to be made (so +1 is 2 attacks), at 6 x auto in rounds fired. The same caveats apply as in option 1 (limited skill/stat bonus and increased recoil).
Rationale: in MGT RAW burstfire only increases damage, but in RL, isn't a fixed burstfire mode to increase the chance of hitting? With a hit bonus damage is increased anyway. In full-auto there is still a higher number of opportunities to hit. And this bonus could factor into a subsequent suppressive fire rule.
Option 1 is closer to the rules as written, and impacts less on any future rules additions / options that might come out in Mercenary. Option 2 is perhaps a better model of burstfire, but changes the set up that means any Mercenary options will also have to be houseruled. Though I believe both improve somewhat on the original mechanic.
Anyone got any comments?
Option 1:
A sort of return to the original autofire mechanic from the playtest when T/E was still in vogue.
Auto Values of weapons: range from 3 to 6, so Pistol 3, Assualt Rifle 4, ACR 6 etc
Burstfire: as MGT RAW, the Auto value is added to damage.
Full-auto: roll the number of dice indicated, choose the highest as the common die, then match it with the others one by one. So Auto 3 gives 2 attacks, Auto 6 gives 5. No more than a +1 bonus can be obtained from skill and Dex, and recoil goes up by a factor of 1. 3 times the Auto value in rounds fired.
Rationale: this allows auto numbers in odd as well as even, so 3, 4, 5, 6, allowing more differentiation between weapons, while increasing the chance of hitting with full auto, the more chance the more rounds fired.
Option 2: (on reflection I prefer this one, so I'll probably use this as my house rule.)
Auto Values: vary from +1 to +3 (or even higher for a putative LMG)
So an Auto-Pistol is at +1 (the 'double tap' in burstfire mode), Auto-Rifle and Assault Rifle at +2, and the ACR a variable +1 to +3, depending on the user setting (can be changed as a free action)
Burstfire: the value acts as a bonus to hit (this will also potentially increase damage too as Effect is added), with twice the rounds fired as the auto value. This bonus goes down by 1 at Medium range, and 2 at long, 3 at very long, etc.
Full-Auto: the auto value represents the number of extra attacks to be made (so +1 is 2 attacks), at 6 x auto in rounds fired. The same caveats apply as in option 1 (limited skill/stat bonus and increased recoil).
Rationale: in MGT RAW burstfire only increases damage, but in RL, isn't a fixed burstfire mode to increase the chance of hitting? With a hit bonus damage is increased anyway. In full-auto there is still a higher number of opportunities to hit. And this bonus could factor into a subsequent suppressive fire rule.
Option 1 is closer to the rules as written, and impacts less on any future rules additions / options that might come out in Mercenary. Option 2 is perhaps a better model of burstfire, but changes the set up that means any Mercenary options will also have to be houseruled. Though I believe both improve somewhat on the original mechanic.
Anyone got any comments?