Call of Cthulhu has a spotty history with automatic fire; it's one
of the few rules that changed quite a lot between editions before the
complete rewrite that was 7th. I don't think 7th has improved matters.
Now I'm not afraid of a bit of complexity if it's explained well.
Sometimes it isn't; automatic fire in GURPS 4th edition confused a
lot of people, and an explanation of it was one of the first things I
wrote for the blog. So let's break this down. If you want to follow
along, I'm using the Core Rulebook (Revised), pp. 114-116. (If you
know the GURPS rules these will look remarkably familiar in places,
and then suddenly very different.)
So the first thing you need to do is choose whether you're using "full
auto", "burst fire" or "semi-auto". The last of these doesn't use this
procedure; it just has the standard effect of firing multiple shots
with a handgun, which adds a single penalty die to each shot after the
first. "Burst fire" is a short, controlled burst, while full auto is
continuous fire, and the weapon stat will tell you what the weapon can
do.
OK, so you're doing actual automatic fire. Pick your targets, all of
whom need to be in about a 60° cone. Traversing from one target to
another will waste one bullet per metre, so you need to take that into
account in the number of bullets you're firing in the calculations
below.
Full-automatic: choose how many bullets you're firing, up to the
number remaining in the weapon. Divide these into "volleys" of at
least 3 bullets, the size being at most the tens digit of your
relevant skill (SMG/MG). Fewer bigger volleys are more likely to hit
and do more damage. Allocate each volley to a target.
Burst fire: as above but the volley size is a fixed number determined
by the weapon, typically two or three.
[ So let's say you're firing a MAC-11 ("1(3) or full auto") with 32
rounds in the magazine, and you have SMG skill 50. You have a line of
cultists, each a metre from the next. You can choose volleys of 3, 4
or 5. You choose 4. You can allocate a volley of 4 at the first
cultist, lose 1 bullet for the traverse, a volley of 4 into the
second, 1 for the traverse, and so on, until you run out of targets or
rounds in the magazine. ]
You have now assigned a bunch of volleys each to its target, and you
roll to hit for each of them separately. The first roll is a standard
attack; second has one penalty die; third has two penalty dice; fourth
has two penalty dice and +1 difficulty level (e.g. if you needed a
Normal success to hit you now need a Hard success). Fifth has two
penalty dice and +2 difficulty levels, and so on.
For each of these attacks, a plain success means that half the shots
in the volley hit (rounded down, minimum one); roll damage for each of
them. An Extreme success (if you didn't already need an Extreme to hit
in the first place) means that half (rounded down, minimum one) will
hit and impale, and the rest will just hit normally.
This has inspired me to construct a test for rules: what aspect of
gaming does the rule serve?
-
Is it gamist? Yeah, a bit, but it doesn't give you interesting
choices to make. You should always fire the largest
even-number-sized volleys you can, and as few separate volleys as
you can get away with.
-
Is it narrativist? No, because the output you want in story terms
takes the form "one or two of them fall down" or "none of them falls
down", and this is a highly involved way of getting there.
-
Is it simulationist? No, because volleys don't represent anything
you'd do in the real world. This is just about OK for handheld
automatic weapons but really has nothing to say about bracing,
bipods/tripods, suppressive fire, different levels of recoil for
different sorts of weapons…
I think that this rule falls between too many stools and ends up
satisfying nobody.
Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.