Gorchek wrote:In short, if any of the attack rolls come up as a critical failure, you have to reroll as many dice as you rolled in the first place. If any of them roll a 1, your gun is out of ammo for the rest of the game, or your vehicule stalls because you drained all the power with your burst.
For Horseman's rules, I like them, but I'd also like a way to increase the chance of critical failure, so I could mix it with my WP rule. Try as I might, I just can't think of one right now.
Ah, now you're speaking my language. I like tying the chance of critical failure to weapon failure. That'll mean the option of using the more powerful attack has an appropriate counterbalancing risk. (And speaking of criticals: one important way to help keep automatic fire from getting too complicated is just to say no Bonus Dice in automatic fire, ever.)
So: let's take this and revisit an earlier idea. A gun has one set of stats regardless of whether you're firing single shot, burst, or spray n' pray. However, instead of inflicting Skill penalties as the attack increases, you now subtract die sizes. Hopefully you have lots of dice handy.
BrikWars Die Sizes, for those not familiar:
And then one extra die size below the regular 1d4, for use in emergency:
Emergency 1d4 (automatic Gun Failure, explained later)
So let's start with a Hero, because he has a nice high Skill, which makes him good for illustrating my point. He fires one shot at a Skill of 1d10. Adding a second finger to the angle, he makes all his shots at 1d8. A three-finger angle makes for 1d6, and at four fingers his effective Skill for each shot is 1d4. At all five fingers, he's still at 1d4, but it's the Emergency 1d4 so there'll be consequences later.
Controlled Bursts work the same way - if the Hero's single shot would be at Skill 1d10, then he would roll two shots at Skill 1d8, or three shots at 1d6, or four shots at 1d4, or five shots at Emergency 1d4.
What's the advantage of using dies sizes instead of Skill Penalties? Simple: When you're making lots of attacks, the less math, the better. And secondly, each time you drop a die size, the chances for Critical Failure go up, which leads to my next bit.
When you're watching an action movie or cartoon, as soon as a gun runs out of ammo, the hero tosses it aside like a one-night stand. Anyone in the audience who understands how much guns cost, bullets or not, are slapping themselves on the foreheads at that point. But the lesson to be learned is, if you're firing automatic bursts in action movie reality, there's no way to predict if a gun will keep firing for ten thousand rounds or if it'll be used up after the first burst.
Guns can get Used Up for all kinds of reasons: out of ammo, gun jam, overheating, boredom, whatever. But once it's done, it's done; toss it aside, because reloading is for pansies. (The gun can be repaired/reloaded later by a qualified Mechanik, I assume.)
How do you know if a gun is Used Up? Easy: if the attacker rolls "1" on the last shot of any burst of automatic fire, that's it. The gun is done. You can quickly see that the lower the die size, the more likely this result becomes. And at the Emergency 1d4 size, the gun is Used Up automatically, no matter what the final roll looks like.
So there it is. I'll come back later and figure out Squads and so forth.