The BlackHammer CyberPunk Project
Delta Force Suppression Fire
"Suppression Fire is used to make the enemy keep his head down, and to provide covering fire for friendly troops who are trying to change position.
The effectiveness of Suppression Fire depends on how many rounds are fired during a single Combat Round.
To use Suppression Fire, the number of rounds being fired must be determined. This is done by checking the weapon's statistics for magazine capacity and rate of fire to determine the number of rounds fired.
Example: The Uzi MiniAuto 9 fires 35 bullets per Combat Round from a 30 bullet magazine. The firing character may announce he is firing a full magazine (30 rounds), half a magazine (15 rounds), or a one-second burst (12 rounds). The number of rounds being fired during one Combat ROund is used to calculate the "Suppression Factor" below, and the effects noted.
Suppression Fire is not directed against a particular target, but is directected in a particular direction - for instance, towards the point from which enemy fire has been coming, or towards a particular window or sofa. Target characters may or may not be visible along the line of fire."
Adapted from the Delta Force RPG, Section VI, Pg 21
© 1986 Task Force Games
Suppression Fire Procedure
The total number of rounds being fired during a single Combat Round by all characters engaged in Suppression Fire against the same target area is added, as well as their collected SMG or Rifle skills, and the "Suppression Fire Table" is then consulted. Suppression Fire can only be used within the Short or Medium ranges for a weapon.
|Suppression Fire Table|
(Rounds Fired / 5) + (SMG or Rifle Skill / 3) + D10
No Effect: The fire fails to suppress. Any characters in the line of fire, and not under cover may be hit by 1 stray round on a 2D6 roll of 11+ (9+ if the fire zone is 2m or smaller). Characters may make a Dif:15 Athletics roll to take cover, and lose their next action.
Stress Check: Characters in the line of fire must each make a roll against their COOL stat to determine their reaction to suppressive fire. A failed roll forces the character to duck for cover. This requires a Dif:15 Athletics roll if the character was not already under cover, and costs his next action (or next 2 actions if the COOL roll is failed by 4 points or more). Characters in the line of fire and not under cover may be hit by D6 stray rounds on a 2D6 roll of 10+ (8+ if the fire zone is 2m or smaller).
Pinned: Characters in the line of fire will not move from their position except to achieve basic cover (no more than 1m of movement, usually just dropping prone). They must make an immediate roll against their COOL stat or lose their next D2 actions, plus an additional roll agains their COOL each time they attempt to return fire or take any other action which would expose them to possible incoming fire. If the target has no immediately available cover they may make a COOL roll at -3. If it succeeds, they may return fire as they run for cover, otherwise they cannot. Characters in the open must make a Dif:20 athletics roll to achieve cover, and Characters in the line of fire and not behind cover may be hit by 1D6 stray rounds on a 2D6 roll of 9+ (7+ if the fire zone is 2m or smaller).
Pinned 21+: Characters pinned by a Suppression Factor of 21+ are treated as characters pinned as above, except they may be hit by 2D6 stray rounds on a 2D6 roll of 8+ (6+ if the fire zone is 2m or smaller).
Targets under cover which has sufficient SP to stop the rounds fired do not have to worry about potential hits, but characters under partial cover have to ahve the hit locations determined to see if the cover takes the hits instead of them. Characters behind insufficient cover (a TemperFoam couch vs a Militech Ronin for example) are treated as being exposed to the suppression fire.
Also note that suppression fire can be brutal using duplex ammo.