Supplement Four
SOC-14 5K
Your Gun Combat Attack Options
So, to review: When you make an attack using these rules, you'll roll a standard 8+ attack throw using 2D.
Use Skill, weapon's DEX DM, and weapon's Range DM to modify the throw.
This is a normal Snapshot, which you can combine with movement (Speed 1 walking only--if you run at Speed 2, then no other actions are allowed) during the round.
Attacks assume the target is moving. If your target is Stationary, then you can use a +2 DM to hit.
If you want to give up your movement option, you can spend the whole round aiming before you fire. Making an Aimed Shot will net you a +2 DM bonus on your attack.
If you want to squeeze the trigger on your weapon rapidly, pumping out some lead into the direction of your enemy, you can do this (up to three times) as long as you take a -2DM penalty on each of the three attacks you choose to make. This is called Panic Fire, and it's particularly helpful with fully automatic weapons (because 1 autofire attack is performed with 2 attack roles under the CT autofire rule, that rule combined with Panic Fire will allow up to 6 attacks with a fully automatic weapon as long as enough ammo is available in the weapon's magazine).
Or, if you want to fire at more than one target in a combat round, you can do that as well. You can attack up to three different targets as long as they are in a 45 degree arc from the direction you are facing and you take a -4DM penalty on each of these attacks. This is called Rapid Fire.
Note that higher successful attack throws result in more of the weapon's damage being applied randomly on the enemy--therefore weapon expertise and beneficial DMs not only help you to hit, but they also help you apply more quality damage on your opponent.
So, to review: When you make an attack using these rules, you'll roll a standard 8+ attack throw using 2D.
Use Skill, weapon's DEX DM, and weapon's Range DM to modify the throw.
This is a normal Snapshot, which you can combine with movement (Speed 1 walking only--if you run at Speed 2, then no other actions are allowed) during the round.
Attacks assume the target is moving. If your target is Stationary, then you can use a +2 DM to hit.
If you want to give up your movement option, you can spend the whole round aiming before you fire. Making an Aimed Shot will net you a +2 DM bonus on your attack.
If you want to squeeze the trigger on your weapon rapidly, pumping out some lead into the direction of your enemy, you can do this (up to three times) as long as you take a -2DM penalty on each of the three attacks you choose to make. This is called Panic Fire, and it's particularly helpful with fully automatic weapons (because 1 autofire attack is performed with 2 attack roles under the CT autofire rule, that rule combined with Panic Fire will allow up to 6 attacks with a fully automatic weapon as long as enough ammo is available in the weapon's magazine).
Or, if you want to fire at more than one target in a combat round, you can do that as well. You can attack up to three different targets as long as they are in a 45 degree arc from the direction you are facing and you take a -4DM penalty on each of these attacks. This is called Rapid Fire.
Note that higher successful attack throws result in more of the weapon's damage being applied randomly on the enemy--therefore weapon expertise and beneficial DMs not only help you to hit, but they also help you apply more quality damage on your opponent.