RAW
QuoteAUTO-FIRE:
A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advantage in using Auto-fire is that it has the chance to hit multiple targets or hit a single target multiple times.
Attacking with a weapon on Auto-fire is generally less accurate and the attacker must increase the difficulty of the attack check by one. The user may choose to not use the Auto-fire quality on a weapon; in this case, he cannot trigger the quality but also does not suffer the aforementioned penalty.
If the attack hits, the attacker can trigger Auto-fire by spending two Advantage. Auto-fire can be triggered multiple times.
Each time the attacker triggers auto-fire, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncanceled Success on the check.
These additional hits can be allocated to the target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must decide to do so before making the check. Furthermore, if he wishes to hit multiple targets, his initial target must always be the target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is his initial target). The initial hit must always be against the initial target, subsequent hits generated can be allocated to any of the other designated targets.
Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost; the Critical must target the target of the specific hit.
Giant IMO tag for all of this
Combat is hard and shouldn't be unbalanced by one skill or combination of skills. Autofire is one of the bits I've always felt that breaks the game and needs a nerf. Its to easily exploited and influences the game in ways that I feel that weren't intended.
I know a bunch of people have the solution of ascending advantages for every hit but I have another idea that I think makes narrative sense.
QuoteAttacking with a weapon on Auto-fire is generally less accurate and the attacker must
increase the difficulty of the attack check by one.upgrade difficulty for each additional hit desired. You must declare number of shots before the roll.The user may choose to not use the Auto-fire quality on a weapon; in this case, he cannot trigger the quality but also does not suffer the aforementioned penalty.
If the attack hits, the attacker can trigger Auto-fire by spending two Advantage.
Auto-fire can be triggered multiple times.Upon successful activation all targets are hit. If the attack fails the primary shot misses but the Attacker can still activate additional hits by spending 3 Advantages. This can be done multiple times.
Narratively I like declaring the amount of time you will shot before the roll. Your character should know how many shots they are going to attempt. I see the RAW working out as a "Spray and Pray Approach" but doesn't take into account all of the missed shots. Basically, I hold the trigger and every shot hits a target until i decide to stop.
With the upgrade approach, the character must weigh the Risk/Reward of taking multiple shots and balance that with their skill and the bonuses from party and gear. You can hit multiple targets but every target makes the entire action more difficult and introduces the cause of something unfortunate happening (blaster runs out of ammo, explodes, takes damage, teammate struck, falling prone, losing cover, attracting attention etc) but, if successful, the pay off is still substantial.
Adding the 3 advantage fallback is stolen from blast and I think it works well here as well. It's totally plausible that you miss your first target but subsequent targets could be hit.
Overall I think this really fixes the main problem of auto-fire, it can be easily and predictably exploited to cause massive damage with little or no risk to the character every single turn. This method will introduce risk for "Spraying and Praying" and let players decide how much risk to take for that super sweet multishot killing spree.
Lemme know what you think!