Suppression Fire
Suppression fire is intended to
keep your opponent's heads down whilst you're on the move or you're providing
covering fire for an ally. This makes it difficult and somewhat dangerous
for your opponents to return fire.
A character may opt to provide suppression fire whilst declaring his/her
actions for the turn if your side is going first. The player must decide
how many suppressive shots he/she will fire on top of any other actions
for that round. Suppression fire shots have a difficulty value of difficult
and are worked out in the normal manner. For each successful suppressive
fire shot for the action phase add +1 to the difficulty for the opponents
returning fire in that phase. In addition, any opponent who fumbles their
returning fire shot has mistimed getting up and has been hit by the blaze
of fire. To work out the damage, select the highest to hit roll made by
the suppressing side in that action phase and work out damage as normal.
If multiple people fumble then descend through the to hit rolls. In the
situation where the number of fumbles out weighs the number of weapons
being used by the suppressive side, work out fumbles as normal.
Example: Aves, Jarre and Jones are facing off four Stormtroopers in
a warehouse. Aves' side wins the initiative and decides to act first.
Aves and Jones are going to cover Jarre while he moves forward, and they
decide to fire two suppression shots whilst Jarre moves twice, Aves also
declares that he's going to fire his light repeater on blanket fire mode
for both shots. The Stormtroopers elect to fire twice. Jarre moves successfully.
Aves fires his three suppression shots and gets 12, 24 and 18, so only
two shots are successful. Jones fires his suppression shot and gets a
19, so his shot is successful. This means that the Stormtroopers add +3
to the difficulty when returning fire. The Stormtroopers all take a shot
at Jarre as the others are behind cover. Jarre decides to dodge and gets
18. The Stormtroopers need 21 or more to hit Jarre (18+3=21), they roll
10, 15, 20 and 19, therefore no hits.
For the second actions, Jarre moves successfully. Aves fires his three
suppression shots and gets 17, 20 and 26, so all three shots are successful.
Jones fires his suppression shot and gets a 16, so his shot is successful.
This means that the Stormtroopers add +4 to the difficulty when returning
fire. The Stormtroopers all take a shot at Jarre as the others still are
behind cover. The Stormtroopers need 22 or more to hit Jarre (18+4=22),
they roll 5, 12, 23 and 17, so one Stormtrooper managed to hit and another
one fumbled his roll. The Stormtrooper who hit works out the damage as
normal and manages to stun Jarre. The Stormtrooper who fumbled his roll
gets hit by Aves' Light Repeater, as Aves rolled the highest to hit in
that action phase and works out the damage at 4D (See Repeating Blasters
Article for full rules on repeating blasters) and manages to wound the
Stormtrooper.
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