The real question here was about firing in semi automatic firing mode ex. using double tap. Generally shooting in more controlled way as seen by spec ops forces not utilizing full auto spray and pray firing mode...
Something as fancy as the Mozambique Drill isn't really possible with this system as turns are 5-10 seconds long and the focus is on general infantry combat rather than Call of Duty Spec Ops or whatever. I've seen it done in other systems like GURPS but even then it required a supplement. The best (and pretty poor) analogy in TK2 4e would be a -2 modifier called shot to the head with an ammo die rolled as well which might cause an additional random hit, most likely to the torso, or a few ammo dice to hopefully trigger hits to adjacent targets.
I don’t know if You are familiar with old T2000 ed 2.2? It was much more complex but it contain different firing modes including SA firing mode:
SA (Semiautomatic):This weapon will fire one shot with each squeeze of the trigger, and the weapon reloads itself for the next shot. There are several different types of semiautomatic weapon. Semiautomatic weapons use the force of each firing round to recock the weapon and pull another round into the firing chamber. They may fire up to five shots per fire action, and have the listing "SA" in the ROF column of the weapon data.
As a practical matter, no character may fire at more than three different targets in the same action due to restrictions in changing targets.
The recoil was a factor to be calculated:
Recoil is a measure of how much a weapon kicks when it is fired, which affects accuracy. Recoil affects only mall arms in the game, not heavy weapons. Each small arms weapon has a recoil value for a single shot. If it is capable of automatic fire, it also has a recoil value for firing a burst. Whenever a character fires a small arms weapon, total the amount of recoil the weapon generates that turn by multiplying the recoil of a single
shot or a burst by the number of single shots or bursts fired. Once you know how much recoil the
weapon generates in a turn, compare the total to the firing character's Strength. If the recoil is equal to or less than his or her Strength, fire is resolved normally. If it is greater than his or her Strength, reduce the hit number by the difference.
Pistol Recoil: Pistols may be steadied by using both hands and bracing oneself. This may only be done while stationary, and reduces the printed recoil by 1
So firing something more controllable like MP5 at a close target (up to 20 meters) you could fire 4 times into two different targets potentially hitting them botch in one round. Lets assume you are Spec Ops operator (Skill 16, Str 7) so you will be rolling d20 and to score hit you need to roll under 15 (As recoil will decrease your skill by 1) where 1-5 is critical hit for x2 damage or instant kill for minor NPC. It’s 75% of scoring hit witch each bullet and 25% for each bullet to be critical hit. So more than 90% to hit each target at least once.
With M16 this would be a bit trickier as it had SS Recoil of 3. But if you were truly Elite Spec Ops with Initiative score of 7+ you could act twice in one round. So firing 2 shots at full skill and another 2 shots in your second initiative pass will do the trick easily with even better odds, as you will be firing at your full skill of 16 and range would be up to 55 meters.
In old T2000 round was 5 seconds long.
So I’m wondering if it can be replicated somehow in this new and shiny Brand New T2000
without using those random Ammo Dices – concept that I understand but I’m not very fond of.
I actually tried this out (all rolls were entirely random)...
AGL A, Ranged Combat A (Special Forces guy)
-2 called shot to head plus 3 ammo dice to hit adjacent targets...
Rolling as B, B = 2d10. Result 10, 8 = 3 successes - primary target suffers head shot with +2 damage
Ammo Dice: 6, 5, 3
Chooses to hit an adjacent target with the 6.
Random hit location: 6 = head. Secondary target suffers base damage to the head
Ammo expended: 14
Not exactly the classic Mozambique Drill but still pretty effective!
2d10 chance of success is 75% (less to old T2000 from example above, similar with pushing as it gives 93%) but then it gets more random and problematic from my point of view. Random number of ammunition is used and effect is far from certain. In case of only 2 amo dices (using pistol) you could score second hit with only 31% chance. If pushing it is slightly better, as it gives you 52% hit chance. But at the same time it gives you 52% chance for misfire and some problems with your firearm.
I understand that this system is more fluid and gives more space for narration and story telling. But from my perspective it is unwieldy and it drives like an old Cadillac
bad brakes and even worse suspension and terrible cornering abilities. I like more “clean and precise” solutions. I`m fan of GURPS as GM and as a player so I`m very familiar with that system
Cheers
Peter