No, I haven't forgotten about my Gears and Gunpowder campaign (although we haven't started it yet either). I'm still mulling over ideas for themes, and jotting down notes for the general setting.
I've an idea for the campaign that has echoes of the 100 Bullets comic series. Corruption, cartels, and a conspiracy that dates back centuries (I won't say any more than that, for fear of spoilers).
Thankfully, thinking about gangsters and gunfights has given me some ideas for updating my firearms rules. So, with that in mind, I give you my new rules for suppressive fire. Now you can shout out "cover me!" and have it actually mean something.
When making a ranged weapon attack with a firearm, you can choose to fire to suppress. Only firearms fitted with a magazine can be used for suppressive fire.
Firing to suppress: When firing to suppress, you take a -2 penalty to your attack roll, and must fire one or more additional rounds of loaded ammunition. These additional rounds automatically miss. After the attack has been resolved, the target must pass a saving throw or become suppressed until the end of their next turn. For every additional round that was fired, they receive a -1 penalty to this saving throw.
Hitting the dirt: The target can choose to fall prone as a free action when they make their saving throw. Doing so grants a +5 bonus to the save, and cancels all penalties imposed by multiple shots.
- You grant combat advantage.
- Your speed is halved.
- Enemies have partial concealment if they are 5 or more squares from your position.
USING "AID ANOTHER" FOR SUPPRESSIVE FIRE
Creatures can also use the Aid Another action in combat to help an ally suppress their enemy.
Aid Another (Standard Action)
You fire one or more rounds of ammunition at an enemy to turn the next ranged attack made against them by one of your allies into a suppressive fire attack. All rounds that you fire automatically miss. Any firearm can be used for this purpose, including those that do not have a magazine.
The ally does not gain the +2 bonus to their attack roll that is normally granted by aiding, but does not need to fire to suppress. Once the attack has been resolved, the target makes a saving throw as though it had been targeted by a suppressive fire attack. When calculating the saving throw penalty, additional rounds fired by aiding creatures are counted in addition to those that may have been fired by the ally.