Suppression

I didn't really have a hope of hitting the sniper, my T-19's SI was toast from the radiation. Sniper didn't know that, and thirty rounds a second is gonna make you duck regardless. My guys were able to just walk up and beat him with shovels until he decided to retire.
— Sgt. Bom, ALF
 

It's Not a Waste if They Duck

Firing a shot at an opponent and missing can feel disappointing, but it really shouldn't. Unless your opponent is entirely without a sense of self preservation, they will try to avoid being shot. This interferes with their return fire. For every shot an opponent has had coming at them within the last round (from the end of their last turn to the beginning of this one) their skill is degraded by -1. This means an All Out Attack with a laser carbine can drop an enemy's effective skill by -10 even if they don't hit a single shot.  

Pain Retains

An enemy getting hit doubles the effect of Suppression. What's more, if they received damage and are capable of feeling fear, the Suppression lasts for a number of rounds equal to the damage that penetrated their armor. IE: if they are wearing a 60 DR clamshell breastplate, and they receive 63 damage from a single shot, they have -2 to their attack for 3 rounds. This, of course accumulates. Meanwhile, a synthetic with self-preservation subroutines is going to have the -2 to their attack for 1 round while they assess and reel from the damage, but their inability to feel pain is an asset and the lingering effects aren't there.  

Suppression and Fear

Suppression penalties apply to Fright Checks when it comes to morale saves. Additionally, if at any point a Suppression penalty is twice their current SP, it immediately triggers a Fright Check.

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