Covering fire

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Revision as of 21:17, 25 July 2024 by NukaCola (talk | contribs) (Created page with "This page covers the rules for 'covering fire', a part of the ranged combat rules. The rules for close combat are here, those for Movement in combat here. An overview of the combat rules is here.<br><br> <strong>Covering fire:</strong><br><br> Similarly to reaction, a player can sacrifice the round of his character for an action in the round of a different character. Like with reaction,...")
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This page covers the rules for 'covering fire', a part of the ranged combat rules. The rules for close combat are here, those for Movement in combat here. An overview of the combat rules is here.

Covering fire:

Similarly to reaction, a player can sacrifice the round of his character for an action in the round of a different character. Like with reaction, this costs all AP of the round and no AP may already have been used for a different action. For covering fire, the character must be positioned in such a way, that it looks on the enemy cover, for example the hip high rock, and it must have a fully automatic weapon.
If for example an ally of that character can't move, due to the enemy covering behind the rock, the character giving covering fire can shoot at and around the rock.
If the enemy tries to leave his cover anyway, the player of the character giving covering fire, rolls a luck test. If he succeeds exactly or by one point better, he hits once. If he succeeds by several points, he hits this amount of shots.
An average character with luck 5, can therefore hit a maximum of 4 shots at once.
Covering fire costs 10 shots and can only be done with fully automatic guns, that have at least this amount of ammunition.