The creature repeatedly fires in the general direction of the enemy, aiming to suppress them.
Target must be within Line of Sight.
To perform Suppressive Fire (2 APS), first select a target within range and make a D20 roll against the enemy's DET.
- If DET is above 10, subtract the difference from the roll.
- If DET is below 10, add the difference to the roll.
On a success, the target and all creatures within Close Range (CR) suffer from Dread as long as Suppressive Fire (2 APS) continues, unless any of those Creatures has a higher DET than the target, in which case, perform the same procedure as above, but for them individually. If the roll fails, they are unaffected.
The shooter keeps firing each Turn until they run out of ammo or cancel the action (which can happen at any time, including enemy turns).
On a long Round, owing to a significant number of Creatures on the board, ammunition consumption can be very significant, since the weapon is being fired every Turn of the Round. Mind your firepower.
Different weapons perform differently in Suppressive Fire:
- Single-shot weapons (Musket ⚡, Bow 🏹, etc.) cannot perform Suppressive Fire unless stated otherwise, or they're clearly repeating.
- Manual-action firearms (Bolt-Action Rifle ⚡, Shotgun ⚡, etc.) fire 1 shot per turn and suffer from a Very Hard DM, unless they're clearly semi-auto or selective fire.
- Semi-automatic firearms (Handgun ⚡, Battle Rifle ⚡, etc.) fire 3 shots per turn and take a Hard DM, unless they're clearly selective fire.
- Selective-fire weapons (Submachinegun ⚡, Assault Rifle ⚡, etc.) fire 5 shots per turn with no penalty.
- Fully automatic weapons (Light Machinegun ⚡, Heavy Machinegun ⚡, etc.) fire 10 shots per turn and gain an Easy DM.
- Autocannon ⚡ and any automatic Anti-Air Gun 💥 fire 5 shots per turn and gain an Easy DM.