Suppresive fire!

By cyclocius, in Dark Heresy Rules Questions

Quick question, the Suppresing fire action. Does it require a BS test to use? I can't find an area stating that you do, only a bit saying that if you want to hit anyone it's -20 BS. Is this roll seperate from the "to hit" roll (if it's used?).
My reasoning is, I don't see a great amount of skill being needed to lay down suppressing fire, it's just hosing an area with bullets :/

Any help? The BS test to hit dosn't make a lot of sense in my mind :/

I think that spraying the area doesn't need a test but if you try to hit someone while doing it you have to take the test

Nope, there's only the test at a -20 to see whether you hit something. The Suppressing part happens automatically (or not, should you be up against orks, daemons, servitors or other stuff resistant or immune to pinning...)

Thought so :) Right, that's that then :D

Speaking of Supressive Fire:

When does being pinned end?

When directly in the "killing zone" of SF you have to succeed in a -20 WP-test to escape pinning. Right?

Lets say you failed the test.

What are your WP modifiers in the next round/do you have to roll against WP at all, if

1. nobody bothers to shoot at you

2. you get acually hit by a shot

3. you are shot at but unharmed.

Can somebody clarify?

I think a given Pinning situation begins at the end of the attacker's action and persists until his turn comes around again . That catches the characters who go after him, as well as the ones in the zone who acted before the suppressive fire was laid down. Otherwise, those ahead in the initiative order would never be effectively pinnable. Characters have no conception of the initiative order, so wouldn't disregard the suppression effort as having occured "last round".

From the end of the attacker's turn until the start of his next one, those in the fire zone must pass a -20 WP test at the start of their next turn, or they can only take a single half-action on that turn (within the limits described in the rulebook). After taking their half-action (or deciding to stay put), the pin-ee can attempt the -20 test again to be free to move at the start of their next turn. If they passed the first WP test, they can act normally for this turn and skip the second WP test. If they pass the second WP test, they can act normally when their turn comes up again.

This isn't modifed by being hit - the fear of taking a bullet is just as bad as actually taking one. The latter is just fully-justified.

If the attacker doesn't lay down suppressive fire on his next turn, the pinned characters who failed both WP tests on their previous turn, can attempt the test again with a +30 bonus. If they pass that test, they can act normally. If they fail, they're still restricted to a half action, but should be able to act normally at the start of their next turn. Those who passed either test on their previous turn can act normally on this one.

If the attacker did lay down suppressive fire, the pinned characters have to repeat the proceedure all over again, with the -20 WP tests and so forth.

Hmm,

the way I understand the rules the second WP test at the end of the round is challenging (+0) if shot at and easy (+30) if not. Only the first pinning test is at -20, is it not?

My problem is what counts as being shot at?

Lathis explanation and the grox-example in rulebook (p196) seem to imply that only suppressive fire is ment.

This means when you're being "suppressed" in the first round and autofired in the 2nd and 3rd you still would get easy (+30) WP tests at the end of the 2nd and ev. 3rd to escape pinning?

That seems somewhat strange to me.

I mistakenly used suppressive fire in the 'shot at' example because that's what I was thinking about at the time. I believe the 'shot at' conditional actually includes any subsequent ranged attacks made against you or your position. I can't think of a situation where having bullets aimed at you, specifically, would be any more reassuring than having the attacker spraying wildly in your general direction.

So if the attacker continues to lay down suppressive fire on his turn, those in the zone constantly have to test WP at penalty. If he just shoots at one of the pinned targets, that one counts as shot at and re-tests WP normally, while the others get to re-test WP at +30.

Having re-read the section in the book (rather than the paraphrased cheat-sheet I made for myself), I think the turn sequence goes like this:

  • Attacker's Turn 1 : Suppressive fire is laid down.
  • All within the zone test WP at -20 or become Pinned
  • First Pinned Char's turn: Pinned character can only take a limited half-action. Once done, pinned character tests WP (without penalty?). If he passes, he's no longer pinned and can act normally on his next turn.
  • Everyone else in the fire zone repeats this proceedure until the Attacker's next turn comes up.
  • Characters who weren't Pinned just go on doing whatever until...

  • Attacker's Turn 2a : Attacker makes no ranged attacks against the Pinned targets (he runs away, reloads, got pinned himself, whatever)
  • Characters who were still pinned at the end of their last turn can take their limited half-action. They can then test WP at +30 for not being shot at. If they pass, they're no longer pinned and can act normally on their next turn.
  • Characters who weren't pinned at the end of their last turn act normally.
  • Attacker's Turn 2b : Attacker fires at one of the pinned characters
  • Attacked character takes his limited half-action, then tests WP (penalty? no? I'm not sure). If he passes, he can act normally on his next turn.
  • Pinned characters who weren't attacked take their limited half-action, then test WP at +30. If they pass, they can act normally on their next turn.
  • Unaffected chars continue on their merry little way.
  • Attacker's Turn 2c : Attacker lays down suppressive fire on the same zone again
  • Characters in the zone who had escaped Pinning test WP at -20 or get pinned-down again.
  • Previously pinned characters remain pinned. They take their half-action then test WP. If they pass, they can act normally on their next turn.

This cycle repeats depending on what the Attacker does on his next turn.