EDIT: Crap, I didn't even see this!
Again, some of my older methods for automatic fire had rules a lot like this. What ends up happening is that (using your example) the commando would deal 11d6+11 damage in a single turn (also, I'm assuming it's a long-range rifle). That's enough damage to tear a tank to shreds. Quite frankly, that's way more damage dealt than is ever fun. I found this out the hard way in a brikwar like this where 50% of an army was decimated by a Minigun using rules just like this.birdman wrote: Yes, i do happen to think that's balanced. The reason? First off, that's a bonus roll, and while it does happen, 11 or more shots aren't going to come rattling off every single turn.
Secondly, this would actually speed up gameplay. I'm not talking about multiplying the number of shots fired, i'm talking about multiplying the number of hits made. Realistically, when a unit with an automatic weapon fires at another unit, it will hit, eventually. My method merely distributes a realistic number of hits between units. If the players cooperated by rolling damage and armor at the same time, my method speeds things up considerably. I've playtested this principle, and it works.