I still am taking issue with area fire... I love the idea, but I hate that success is entirely based on the weapon's design. Yet, the resultant hit/miss ratios of area fire do take into account some of the advantages and disadvantages inherent to each weapon's design - for example, as I mentioned before, while area fire may be attempted with a 11mm pistol, it has no chance of actually hitting the target. At close range, an FAM-90 has no chance of missing! A pistol should be much harder to keep on target, and a shoulder fired weapon should be easier, but I don't think it makes sense that one is completely inneffective and the other is infallible. And, my other complaint, this is irregardless of whether the player has skills beyond 0 in Sidearm or Combat Rifleman.
The pistols are listed from smallest to largest caliber. Each of the four pistols is single shot, yet has area fire capability. The ROF is 5, 4, 3, and 1 respectively. Each also lists "Area Fire Burst 3 rounds (AFV = 0.25)". Each has a DPV of .2, .3, .4 and .5 respectively. If you apply the area fire formula for chance of hitting, (AFV times #bursts (that is ROF), where AFV is double at close range, rounded down), then the chance of hitting with area fire at close range is 2 in 10, 2 in 10, 1 in 10 and 0 in 10, respectively. With these rules, using a three round burst with a pistol is very ineffective, if not impossible (Stracher P-11 mm).
Area fire for automatic weapons, on the other hand are another matter. For both the FAM-90 and the SK-19, the ROF is 5 (for area fire) and the AVF is 1.5. Thus, the chance of hitting at close range is 100% (roll less than 15 on a d10). The only question is with how many rounds (8-10 means 1 hit, 6-7 means 2 hits, 4-5 means 3 hits, 3 means 5 hits, 2 means 6 hits and 1 means 15 hits (provided you haven't hit with all 50 bullets yet)).
The Glock 18 is a pistol capable of selective fire; single shot, three round burst, and full auto. On full auto it's like a holding a high pressure water hose you have to constantly redirect, yet at ranges of 10 meters or less this is trivial. Out past that range, it's difficult to get more than 3 or 4 rounds to stay on target, due to the bucking of the gun. However, using 3 round burst mode and multiple pulls of the trigger once it's back on target (essentially what is described by 2300 Area Fire for a pistol), putting each group of three on target should have a reasonable chance of success, at least out to 25 meters.
If we look at the Army's ACR (Advanced Combat Rifle) program*, their research showed that with the M16A2 the probability of a battlefield hit is 20 percent at 100 meters, 10 percent at 300 meters, and 5 percent at 600 meters. Close range for the FAM-90 is 200 meters or less and for the SK-19, 150 meters or less with Area Fire, and both hit 100% of the time at these ranges. Of note here, the M16A2 only has single shot or three round burst, that is, it has no full automatic mode, to limit ammo wastage by troops, by preventing it rather than depending on training.
*Sidebar - I'd be willing to bet the early experimentation in the late 80's with flechette rounds for the ACR likely lead to some of Mark's ideas for 2300.
The DunArmCo Close Assault Gun uses a slightly different type of hit resolution for Aimed Fire, where, on hit, you roll how many slugs actually hit the target and each slug does the DP value of the weapon. This is not as effective as it might sound at first though, since they are not addititve (that is, it doesn't appear you add the DPV of each slug together to see if it penetrates the armor and does damage, you just get multiple hits at the DPV of the weapon). This makes sense as shotguns are not known for their penetration, rather for their saturation. However, at very close ranges, they are truly devastating.
I'm tempted to use this strategy for Area Fire, that is, you roll one Aimed Fire attack per burst, then, on success, roll how many bullets from that burst hit the target. I like that in Area Fire it's difficult to get very many hits though, so perhaps instead of just rolling d[number of bullets in burst], use the degree of success on the attack to determine how many from the burst hit. For example, with each burst attack, if you rolled what you needed to hit, you just hit once, if you rolled 1 higher, 2 hits, 2 higher, 3 hits, and so on. If you wanted to maintain the AFV characteristics, multiply the number of hits by this value (where any less than one is still one hit). This way, at close range with an SK-19, you would hit with 3, 6, 9, or 10 shots from the burst. With a pistol, you'd hit with 1, 1, 1, 2, 2, or 3.
The pistols are listed from smallest to largest caliber. Each of the four pistols is single shot, yet has area fire capability. The ROF is 5, 4, 3, and 1 respectively. Each also lists "Area Fire Burst 3 rounds (AFV = 0.25)". Each has a DPV of .2, .3, .4 and .5 respectively. If you apply the area fire formula for chance of hitting, (AFV times #bursts (that is ROF), where AFV is double at close range, rounded down), then the chance of hitting with area fire at close range is 2 in 10, 2 in 10, 1 in 10 and 0 in 10, respectively. With these rules, using a three round burst with a pistol is very ineffective, if not impossible (Stracher P-11 mm).
Area fire for automatic weapons, on the other hand are another matter. For both the FAM-90 and the SK-19, the ROF is 5 (for area fire) and the AVF is 1.5. Thus, the chance of hitting at close range is 100% (roll less than 15 on a d10). The only question is with how many rounds (8-10 means 1 hit, 6-7 means 2 hits, 4-5 means 3 hits, 3 means 5 hits, 2 means 6 hits and 1 means 15 hits (provided you haven't hit with all 50 bullets yet)).
The Glock 18 is a pistol capable of selective fire; single shot, three round burst, and full auto. On full auto it's like a holding a high pressure water hose you have to constantly redirect, yet at ranges of 10 meters or less this is trivial. Out past that range, it's difficult to get more than 3 or 4 rounds to stay on target, due to the bucking of the gun. However, using 3 round burst mode and multiple pulls of the trigger once it's back on target (essentially what is described by 2300 Area Fire for a pistol), putting each group of three on target should have a reasonable chance of success, at least out to 25 meters.
If we look at the Army's ACR (Advanced Combat Rifle) program*, their research showed that with the M16A2 the probability of a battlefield hit is 20 percent at 100 meters, 10 percent at 300 meters, and 5 percent at 600 meters. Close range for the FAM-90 is 200 meters or less and for the SK-19, 150 meters or less with Area Fire, and both hit 100% of the time at these ranges. Of note here, the M16A2 only has single shot or three round burst, that is, it has no full automatic mode, to limit ammo wastage by troops, by preventing it rather than depending on training.
*Sidebar - I'd be willing to bet the early experimentation in the late 80's with flechette rounds for the ACR likely lead to some of Mark's ideas for 2300.
The DunArmCo Close Assault Gun uses a slightly different type of hit resolution for Aimed Fire, where, on hit, you roll how many slugs actually hit the target and each slug does the DP value of the weapon. This is not as effective as it might sound at first though, since they are not addititve (that is, it doesn't appear you add the DPV of each slug together to see if it penetrates the armor and does damage, you just get multiple hits at the DPV of the weapon). This makes sense as shotguns are not known for their penetration, rather for their saturation. However, at very close ranges, they are truly devastating.
I'm tempted to use this strategy for Area Fire, that is, you roll one Aimed Fire attack per burst, then, on success, roll how many bullets from that burst hit the target. I like that in Area Fire it's difficult to get very many hits though, so perhaps instead of just rolling d[number of bullets in burst], use the degree of success on the attack to determine how many from the burst hit. For example, with each burst attack, if you rolled what you needed to hit, you just hit once, if you rolled 1 higher, 2 hits, 2 higher, 3 hits, and so on. If you wanted to maintain the AFV characteristics, multiply the number of hits by this value (where any less than one is still one hit). This way, at close range with an SK-19, you would hit with 3, 6, 9, or 10 shots from the burst. With a pistol, you'd hit with 1, 1, 1, 2, 2, or 3.
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