SLA Industries - Sweating Bullets

For games played by men (and women) with beards, such as tabletop RPGs.

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Dog Pants
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Post by Dog Pants »

You use your weapon skill to determine if any rounds hit, and auto/support to determine how many. It's not a huge deal, as your weapon skill is invariably higher or equal to your a/s, in which case one roll with a/s would do, but that's just fudging for speed slightly.

That roll is probably at -4 by my reckoning, which drops two.
deject
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Post by deject »

Teh Rulez wrote:If a character decides to 'trigger-lock' -hosing
down a target with the trigger locked firmly back
until they wish to stop or empty their gun- then they
aim at an area as opposed to a target. Anyone in this
area may be hit. This is known as 'suppressive fire'.
The to hit roll is based on the Auto/Support skill, aim,
visibility, stance, wounds the firer has received, size
of the target area, range and nothing else.
Anything that enters the area is hit on a roll of 11+,
with size modifiers and movement being taken into
account. Every point over 10 is one round hit up to the
maximum ROF of the gun used.
Am I missing something? :(
Dog Pants
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Post by Dog Pants »

Yep. Although you're right about only using Auto/Support. I must be getting confused with automatic fire.
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Post by Dog Pants »

Anyone else for 5, or indeed anything else this round? I'll post a new map and start the next round when I get home tonight.
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Post by TezzRexx »

Did Spindle manage to take any out?
Dog Pants
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Post by Dog Pants »

Assuming the roll you made was auto/support, with -4 for long range, you took one down.
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Post by Grimmie »

He made a pistol roll.
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Post by Dog Pants »

Now I'm home I can see your auto/support is 1, so it's still one less Sub.
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Post by deject »

Next round then?

Just so I'm absolutely clear, when I roll suppressive fire I use my Rifle skill then?
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Post by TezzRexx »

Was I supposed to make a different roll?
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Post by Dog Pants »

deject wrote:Next round then?

Just so I'm absolutely clear, when I roll suppressive fire I use my Rifle skill then?
Nope, you were right. I was getting confused with auto fire, probably because it's so rare anyone uses support.
TezzRexx wrote:Was I supposed to make a different roll?
The roll was okay, a different skill was needed. However, even I was getting confused so I wouldn't worry about it.

To clarify, when firing suppressive (support) fire:

Roll your dice.
Add auto/support.
Add/subtract modifiers.
One round hits for every three points over 11 (11 = 1 hit, 14 = 2 hits, 17 = 3 hits etc)
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Post by Joose »

deject wrote:Next round then?
Whoa, whoa, whoa, Ive not gone on 5 yet!

Kt'rr is going to try to be a flash bastard. He has decided we need more bullets, so is going to (whilst still firing) use the warbastard one handed (with his waldo) and pull his other rifle.

First off, dex check to see if he drops it:

7,4 + 13 (add modifiers as appropriate, I have no idea)

Then Shooting with the warbastard. Now, the rules for waldos say they let you use rifles one handed, which I take to mean "use rifles without the normal negative modifiers for them not being intended to use one handed". However, even if it doesnt mean that, under the recoil rules it says that you only get modifiers for recoil if the recoil is higher than your strength. With the 4 points of reduction given by the waldo, it doesnt go over my strength (15) even if you do double the recoil. So that part should be ok :)

Having said that, ive lost track of how close they are and what other modifiers are happening at the moment. So heres the unmodified roll:

6,8 + 10 (hooray for simplicity, my auto and rifle skill are the same, so Ive been doing it right regardless)

Im not going to actually try and fire the other rifle till next turn, I imagine im on enough negs as it is.
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Post by Dog Pants »

There's not much in the way of modifiers for dex rolls and stuff, usually only wounds. So that's fine. The waldo negates the double recoil and the negatives for balancing, so with your strength it's just the normal modifiers. A waldo unit, for those who don't know, is the arm the smart guns are mounted on in Aliens (and I think they were used for holding cameras originally).

So, with -3 for wild shot, -2 for range, -2 for target movement, +3 for RoF, that's -4 total for a result of 20. Plus any laser sights or optics you might have. Which is 4 hits, and 4 morefelled Subterraneans.

I didn't get chance to make a new map last night, but that's good as I can subtract Joose's four. You can tell their numbers have thinned out though, and a few of the stragglers at the sides are starting to waver.
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Post by Grimmie »

Quick! Someone intimidate the fuckers so we can save on bullets and catch Mr. Giggles!
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Post by TezzRexx »

How about if we all run towards them, firing our weapons in the air and screaming?
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Post by Grimmie »

You first :lol:

I was thinking more along the lines of an intimidation roll.
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Post by Dog Pants »

Here's how things are looking now. Inside the U shape of Subterraneans is a mounting pile of bodies as you're mowing them down about as fast as they're coming. Looking at the diagram you should be able to see Smiler, although there's so many injured and dead people it's impossible to tell which one he is.

Image

Next round then,

Phase 1
The Subterraneans charge onwards, albeit with less momentum than they had this time last round.
Roman Totale
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Post by Roman Totale »

Sorry, I was away without internet access. Can I still roll for 5? Using Bomb again on the larger group to the left:

9, 8 + 8 = 25
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Post by Dog Pants »

Yep, you take out the five clustered near the bottom left hand corner of the left hand shelter. The shelter collapses too, for good measure.
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Post by Roman Totale »

Cool. Right then, Dirk is lowering his gun and backing away after that.
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