Full Auto Mode

Weapons that can fire in full-auto mode throw bullets for as long as the attacker keeps the trigger pulled. Characters can use a weapon in fullauto mode to fire bursts, as noted above, each taking a Simple Action. Full-auto weapons can also be used to fire long bursts with a Simple Action or full bursts with a Complex Action. Long Bursts Long bursts use up six bullets each. Firing a long burst imposes a –5 dice pool modifier if it is the first burst fired that Action Phase, –6 if it is the second (recoil compensation neutralizes this modifier). Like short bursts, long bursts can be fired as narrow or wide bursts. Long bursts only take a Simple Action, but only one long burst can be fired in an Action Phase. An attacker could, however, fire a long burst and a short burst in the same Action Phase (or vice versa). Narrow: Narrow long bursts apply a +5 DV modifier to the attack. Wide: Wide long bursts apply a –5 dice pool modifier to the defender’s dice pool. Not Enough Bullets: If the attacker is a bullet or two short, reduce each of the modifiers applied by 1 (one bullet short) or by 2 (two bullets short). If there are only three bullets or less available, treat the attack as a short burst instead. Full Bursts Full bursts use 10 bullets and take a Complex Action. Firing a full burst imposes a –9 dice pool modifier (recoil compensation neutralizes this modifier) Narrow: Narrow full bursts apply a +9 DV modifier to the attack. Wide: Wide full bursts apply a –9 dice pool modifier to the defender’s dice pool. Multiple Targets: Full bursts may be made against more than one target as long as they are within one meter of each other, but in that case treat it as separate burst fire attacks against each target (one short and one long against two targets, or three short against three targets). Suppr essive Fire Sometimes a character may just use full autofire to make his opponents keep their heads down. This type of shooting—where the character saturates an area with bullets without specifically targeting anyone—is called suppressive fire. A character using a full burst to suppress can target a triangular area projecting from the shooting character outward up to a distance of his choosing with a width of 10 meters at its end and a height of 2 meters. Suppressive fire takes a Complex Action and uses 20 bullets. The area remains “suppressed” until the shooting character’s next Action Phase. Suppressive fire is treated as a wide burst, but for simplicity we assume that the wide burst and recoil modifiers cancel out. The character laying down suppressive fire simply makes a Success Test using Agility + appropriate firearm skill. Note any hits. Any character that is currently in the suppressed area (but not behind cover or prone), or who moves into or out of the area before the shooter’s next Action Phase, risks catching some flying lead. That character must make a Reaction + Edge Test (+ Dodge if on full defense) with a threshold equal to the hits scored by the suppressing attacker. If the test fails, the character is hit, suffering damage at the weapon’s base Damage Value. Characters in the suppressed area who do not move, remain behind full cover, or simply drop prone are not at risk.

Next: Ammunition

Section: Firearms

Chapter: Combat

Table of Contents

Full Auto Mode

Shadowrun: Throw Back Arleigh