Gun Fire modes and how to use them are below. The player may declare any firing mode that the firearm has available per action.
Mode: AL
Each fire action, the character may fire up to 3 rounds. They may use Fire 1, 2, or 3. Determine BCS with total rounds recoil, pay attention to mid-phase shots as they are added to the recoil of the prior phase.
Hit Roll Damage
Note: Players should take Fire 3 each time with AL weapons. If a character decides to switch targets or stop firing, they simply do not fire again that action. The result of Fire 3 is the first round is fired in the first phase, rather than at the end of the last phase of the action.
Mode: BA
Each fire action, the character may fire up to 3 bursts of shots. They may use Fire 1, 2, or 3. For BA weapons, the burst size is 3 rounds, unless specified. Determine BCS with total rounds recoil, pay attention to mid-phase shots as they are added to the recoil of the prior phase.
Hit Roll Damage
The calculator will determine:
For Critical Miss, the GM should consider a fumbled autofire. A DFT AST to avoid wasting additional rounds that miss all targets, except friendlies who were not distractions.
Mode: FA
Each fire action, the character may fire a burst of shots. They must use Fire 1. Shot spacing places this at the last phase of the fire action. For FA weapons, the max burst size is the magazine size. The player may determine the total rounds fired. Determine BCS with total rounds recoil noted and roll one BCS for burst of shots (doesn't matter how many rounds it is all or nothing). Input the total rounds fired in the calculator.
Hit Roll Damage
The calculator will determine:
Note: Hair triggers will affect the number of rounds fired.
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