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Autofire House Rules Article

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Kal's Autofire House Rules

For all techniques, the make by X over numbers can be decreased by whatever nifty widgets reduce recoil in the setting of choice

A 'hex' is an abstract unit of measure roughly representing the area a human sized thing occupies while standing, similar to a door or a drum. Or a hex on a hex map, or perhaps 1 yard or meter

Standard Autofire Attack - A normal attack to increase damage, uses 1 action Declare how much ammo will use before rolling. If make attack by 0-4, nothing special occurs, normal damage.

If make attack by 5 over, and fired at least 3 rounds, +1d damage By 10 over, and at least 6, +2d By 15 over, and at least 9, +3d and so on. This assumes a full auto capable weapon. For semiautomatic and double-action and whatnot, see above but replace 5, 10, 15 and so on by 10, 20, 30 and so on. Note, there are no penalties (beyond the ammo consumption).

Spray Attack - a normal attack to boost accuracy

Declare how much ammo you intend to use, then get +1d for every 3 rounds sent downrange, 1 action. Requires an automatic weapon. There is no penalty beyond ammo consumption. Sweep Attack - an attack to sweep across a group of enemies in sequence, uses 1 action Declare how many enemies attacking, all enemies must be in a row more or less, though vacant hexes are acceptable. Ammo cost is 3 rounds per enemy and vacant hex between enemies. Attacks are rolled against each target, damage is base damage. First target needs 5 over to hit, 2nd target needs 10 over, 3rd target needs. 15 over and so on. Requires an automatic weapon. There is no penalty beyond ammo consumption. Area Saturation Attack - This attack requires 1 action and an automatic weapon, and comes in three levels: Light - requires 3 rounds per hex, mininum of 5 hexes, which must be contiguous. A single attack roll is made, any target is hit if attack roll is 10 over, and damage is base damage -1d (since this is firing into the general area, less likely to hit individual targets and damage is less as may not be square hits or flying debris). Moderate - requires 6 rounds per hex, mininum of 5 hexes, which must be contiguous. A single attack roll is made, requiring 5 over, and damage is base damage. Heavy - requires 9 rounds per hex, mininum of 5 hexes, which must be contiguous. A single attack roll is made, requiring 0 over, and damage is base damage. Also, if attack roll is 10 over, damage is base +1d

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