Automatic Weapons
3.1.2 Automatic Weapons
If a single-shot projectile weapon makes killing simple for even the untrained, weapons that allow the user to fire multiple shots rapidly make for true devestation. While all standard weapons are considered to have a fire rate of about 10, each of these shots requires a separate trigger pull and therefore a separate action.
Automatic weapons change all that. While repeating blasters do not have the same high rate of fire that projectiles do, both are able to deal devastating damage to an enemy or deny an enemy movement through an area.
There are several common ways that automatic weapons make use of their high fire rates. The first is a burst attack, firing two, three, or four rounds at a target in a controlled fashion. This is usually controlled by the weapon and is a selection in fire mode rather than an attempt to only fire a few rounds when on full-auto. This allows for most of the advantages of automaic fire without the inredible speed of ammunition consumption. The second is suppressive fire in which a large number of rounds are fired in a specific area to deny the enemy movement through it. This has the benefit of being able to be done by non-automatic weapons, although only with a high fire rate may one firer put sufficient amounts of fire through the area to effectively deny it. The final method that automatic weapons may be used is to utilize the full-auto feature of the weapon to unload on one target. This potentially may place the most rounds on target but is also likely the least effective per-round.
Burst
Burst fire gives the firer +1D to hit at medium range or closer and, if successful, rolls 1D to determine the number of rounds that hit. If a 2 round burst, 1-3: 1 round; 4-6: 2 rounds. A three round burst divides 1-2: 1 round; 3-4: 2 rounds; 5-6: 3 rounds. A four round burst has the added benefit that if the shot misses by zero or one (tie or miss by one), one round still hits. Otherwise, a hit divides as follows: 1-2: 1 round; 3-4; 2 rounds; 5: 3 rounds; 6: 4 rounds.
Suppressive Fire
Suppressive fire is an attack against an area. Any enemy in that area must make a check to see if they get hit. One or more characters may make a suppressive fire attack, but multiple characters requires someone to coordinate using the command skill. The attacker selects an area at least two square meters in size and directs fire into it. The to-hit check is made as if the attacker is firing at a target in the open that is motionless at that distance. As large an area as desired may be selected, with appropriate size bonuses for larger areas, but each square meter must have at least three rounds in it. Segments may not be stacked vertically, unless in a three-dimensional combat situation, i.e. you may not stack two one-square meter segments so that all 30 rounds from one weapon will be moved through at once.
After the target area is selected, the attacker(s) declare how many rounds they are firing into it. The rounds are evenly divided between one square meter segments. Any leftover rounds may be placed in the segment of the attacker's choice.
Finally, any character moving through a segment is required to make a Dexterity or running check to avoid becoming hit. acrobatics may also be used if desired, although the movement rate is halved to account for the more exotic "movement" performed. The character gets normal speed dodge bonuses (see 3.1.3: Dodging) and cover bonuses, although cover is not given range bonuses in this attack, i.e. a character under 1/2 cover at long range still only gets +2D rather than +6D. This is because the attack is against an area, and therefore the character moving through the area is not getting any benefit from the cover other than what may randomly appear b/c the fire is also randomly distributed. If the character rolls higher than the number of rounds passing through the segment, they are not hit in that segment. If they roll less, than 1D rounds strike them. Damage is resolved immediately and if they pass through to additional segments this round, repeat the process applying any damage from previous segments. Example: An E-web places 30 rounds into a 2-meter area. The poor Rebel trying to run through needs a 15 on running to make it, but he wants to move through both, so he must make two checks. The first, he gets a 14, but luckily the die only indicates one hit. Amazingly, our Rebel is only wounded. However, he keeps going, trying to reach safety on the other side, but with 1D less his next running check is only a 12. Again, failure. And this time, he's hit four times. One less Rebel scum to dirty the galaxy with.
Fire Rate
Fire rate is not a normally listed statistic of weapons in Star Wars products. However it is important to note for any automatic weapon discussions. Assume that any blaster product that is not otherwise declared auto is semi-auto, i.e. will fire as fast as you can pull the trigger, but only one shot per trigger pull. Light Repeating blasters will have a fire rate of 20, and Medium and Heavy repeating blasters will have a fire rate of 30. Any rifle that is stated to have automatic capabilities but not otherwise discussed will have a fire rate of 20. Rifles, light repeating blasters, and lighter weapons may do 3 round bursts as well as the full-auto options. Emplacement weapons (medium and heavy) may only perform the full-auto and suppression options.
E-web blasters may fire more than 30, but for every 30 or part thereof over 30 they fire in a round, they must not fire for one round to cool off. For example, an E-web fires 70 shots in a round, but may not fire for the next two as the coolant circuit disables its firing circuit. This function may be disabled by a Moderate blaster repair or Easy blaster engineering check, but every round this is ignored the weapon takes 1D cumulative damage. Heavy repeaters have 3D to resist and medium have 2D. For example, our high-firing E-web from above maintains a fire rate of 50 for two rounds, the second round the weapon takes 1D damage. It survives and continues, taking 2D damage the next turn. It survives again, and takes 3D damage the next, finally damaging the barrel enough (wounding it) that it has a permenant +1D to all to-hit difficulties until repaired. Undeterred, the gunner keeps firing, taking 4D damage the next round. That causes another wound, making diffs harder by +2D. Our desparate gunner keeps firing taking 5D damage and finally incapacitating the gun, so it ceases to fire until repaired. If a Destroyed result had happened, then the weapon would have been irreparable.
Projectile weapons on the other hand, for rifles and above, almost all military-use weapons have automatic fire selections. Rifles may do three shot and both full-auto options, whereas any emplacement weapons may only do the full-auto options. Assume any rifle, submachinegun, or emplacement weapon has a fire rate of 30 if using ammo between 9mm and .50 caliber. If specialty weapons are being used, such as chain guns, look up fire rates of modern weapons and use those.
Ammo Concerns
Full-auto is the only time when ammunition really becomes a true concern to blaster weapons. It can also mean that every other round you're reloading a projectile weapon. So keep track of how much ammo is used, because a repeating blaster with a 100 round power pack can only send out five 20 round sprays before reloading...
Blaster gas is the actual substance of the blaster beams, an easily ionizable but otherwise unreactive gas that provides the plasma. Pistols usually hold five times their base ammo level in blaster gas while rifles hold ten. Repeating blasters are less efficient but have larger stores of gas, so light repeaters also hold ten times their base ammo while medium and heavy repeaters hold approximately 10,000 rounds of gas, enough for a day of heavy combat without reloading. Blaster gas is easily acquired at weapon shops around the galaxy in deciliter or liter containers. Yes, the author knows that gas is not usefully measured in just volume, but that's the most useful measure for figuring out what a character can carry. Assume each deciliter contaier weighs 0.1kg and each liter container weighs 1kg. Blaster gas is not volotile and will not explode, even when shot with another blaster. Each deciliter container fits most pistol and rifle valves and holds 10,000 rounds of gas. Liter containers hold 65,000 rounds of gas for repeating blasters. Some companies package their gas in smaller "disposable" canisters which contain only enough to refill the weapon resivoir, i.e. 1,000 rounds for most rifles and pistols and 10,000 rounds for repeaters. These are well liked by some troops and not so well liked by others. BlasTech? sells the larger canisters and utilizes a standardized interface with Soro-Suub, but Merr-Sonn sells the smaller canisters and uses a proprietary valve not directly compatible with the BlasTech? standard. There are adapters for both directions made by third parties, however. The prevalance of both types of weapons in most large militaries creates many nightmares for quartermasters the galaxy over. In the Republic day this sort of problem was even worse as there were more competing firms and more proprietary designs.