Suppressive fire
This is not my own work - I downloaded it from Christian Rotter's website a long time ago.
From Luc Maillet, Luc.Maillet@cert.fr.
This has been extracted from a thread in the mailing list.
Why using Suppressive Fire Rules?
Take a standard submachinegun (which can be considered a 1-dice sustained fire weapon). Shoot at a target (3-round burst, 25 meters). Chances are, you'll get 3 hits after a couple of training sessions. After one month of military instruction, the average hits/rounds fired ratio is close to 17/20. Of course, if you fire long bursts or suppressive fire, then the
ratio drops in a very big way... With a standard assault rifle, it's even worse. You get the same ratio at about 100m.
What I want to say is that:
- Burst fire hits almost automatically at close range.
- Burst fire doesn't hit much at long range.
- Suppressive fire doesn't hit much, but the ratio doesn't drop either.
- Jam is far too common in 40K.
Changes to the Shooting Rules to make shooting more realistic:
- Sustained fire at short range only:
- Each time a sustained fire weapon is used that way, add +1 to the firer's BS for each SF dice used.
- Always roll 1 more sustained fire dice than the n required. Take the best n dice for result.
- Jam occurs only if two ore more dice come up with a 'jam' result.
- Sustained fire at long range only:
- Substract 1 from the user's BS.
- Always roll 1 more sustained fire dice than the n required. take the WORST n dice for result.
- Jam occurs only if two or more dice come up with a 'jam' result.
- Suppressive fire:
- Suppressive fire is a way to prevent troops from crossing an area. You fire - they duck and forget what they were trying to do.
- Suppressive fire can only be declared if the model didn't move during the movement phase (same as overwatch).
- The model counts as having fired. So he's detected, can be fired upon, cannot fire during the shooting phase, cannot CC, etc...
- The player then specifies a zone that has the following characteristics:
- It is angular in shape.
- Its length equals the short range of the weapon in ".
- Its width at the extreme point is equal to 1", +2" per sustained fire dice the weapon can use.
- Any troop (friendly or foe) entering this zone takes 1 SF dice hits from the weapon, unless they use crawl movement (1/2 standard move, counts as prone).
- Blind/Smoke grenades don't hinder suppressive fire.
- The zone lasts until the firing model's next movement phase.
- Each time suppressive fire is attempted, roll as many SF dice as the weapon normally has. If a 'jam' comes up, then it takes effect immediately (if you don't use the rules above for sustained fire, roll 1 more sustained fire dice than usual).