Fully automatic firing

From NukaCola's Fallout Pen and Paper
Revision as of 20:50, 25 July 2024 by NukaCola (talk | contribs) (Created page with "'Fully automatic firing' is one of the Combat rules, specifically one of the ranged combat rules. See also common firing and aimed firing.<br><br> <strong>Fully automatic (burst) firing:</strong><br><br> The character shoots a burst. This is only possible with automatic weapons. With most submachine guns and assault rifles this means 3 shots. With many weapons this varies with every gun. Please look up the de...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

'Fully automatic firing' is one of the Combat rules, specifically one of the ranged combat rules. See also common firing and aimed firing.

Fully automatic (burst) firing:

The character shoots a burst. This is only possible with automatic weapons. With most submachine guns and assault rifles this means 3 shots. With many weapons this varies with every gun. Please look up the details in the weapons list. Burst length is usually written under the AP costs.

The fundamental reduction when firing a weapon fully automatic weapons that counts among the handguns or the rifles is: -25 points

Various tunings, traits and bonuses can reduce and even eliminate this reduction.

For each point on strength that your character lies above the minimal strength, the reduction decreases by 10 points – but only to the point at which the disadvantage for bursts is negated. The third point in strength that your character lies above the minimal strength gives them therefore only +5 points.

Tests on hits will occur for every single shot of a burst, in other words, three times for most handguns and rifles. If a test is successful, this shot is a hit. It's damage is detracted, as is the armor modification, then the next shot will be rolled.



If a shot is a critical hit, please use the rules for critical hits for common firing.