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Automatic Fire

Correct me if I'm wrong, but we are talking ACR and Gauss when talking the 4 round bursts, right? Most of the SMGs/LMGs have higher ROF if I recall correctly. Auto Rifle you may have a point, at the least higher ammo consumption or a requirement of a burst per target engaged.

Nope, SMG, Autorifles, ACR's and Assault Rifles all fire 4 rd bursts. Gauss Rifles fire 4 or 10 rds. LMG, MMG, HMG (from JTAS) all fire multiple 10rd bursts, and VRF GG fires an entire ammo dump worth in a burst.
 
Hmm, I'll look it up, but assuming you are correct, then it should be a choice of one or the other- concentrated burst on one target, or suppression/spray and pray fire on multiples.
 
Correct me if I'm wrong, but we are talking ACR and Gauss when talking the 4 round bursts, right? Most of the SMGs/LMGs have higher ROF if I recall correctly. Auto Rifle you may have a point, at the least higher ammo consumption or a requirement of a burst per target engaged.

If I recall correctly, the Book 1/Book 4 rules assume that some weapons (SMGs, Autorifles, ACRs etc.) are assumed to fire a 4 round burst, getting two attacks. Gauss Rifles can fire a 10 round burst as an option, getting 4 attacks. Some others, (LMGs, autocannons etc.) are assumed to fire 10 rounds bursts only.

Or something like that.

Book 1 also has a panic fire rule where you get 1 attack per 3 or 4 rounds with a -2 penalty. This simulates firing off the entire magazine. Panic firing a Gauss Rifle gets you around 10 attacks.

There was a group hits by automatic fire rule that allowed secondary attacks on adjacent targets. However, it's quite a while since I used the vanilla CT combat system so it's all a bit dimly remembered.

Striker and AHL worked differently. These systems had separate hit and penetration/damage rolls. Armour doesn't affect the to-hit roll but does mitigate damage. A single attack can score multiple hits in Striker (one additional hit per two rolled over the base to-hit value), and the firer is assumed to be firing multiple times. Automatic weapons get a bonus to hit.
 
Four round bursts allow for two rolls to hit on the main target and get a chance to hit two adjacent targets (DM -3 to hit them and only if they are not evading).

Ten round bursts get three rolls to hit the main target and can hit up to four adjacent targets (DM -3 to hit them and only if they are not evading).

Panic fire is found in LBB4 - it isn't in the LBB1 combat chapter.
 
Four round bursts allow for two rolls to hit on the main target and get a chance to hit two adjacent targets (DM -3 to hit them and only if they are not evading).

Ten round bursts get three rolls to hit the main target and can hit up to four adjacent targets (DM -3 to hit them and only if they are not evading).

Those are magic bullets indeed.

The first assumes 2 rounds hit the target and one each to the ones next to him. The second is worse, assuming 6 rounds hit the primary and one to each of the others. How close is close enough?
 
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