So far the most consistent seem to be to not allow multiple attacks at all.
Unless you wield two weapons. And if you attack the same target with both weapons, to not treat it as a multi attack and instead just treat it as a slightly more powerful single attack.
And not only for firearms. Melee too. And readied throwing weapons.
I totally get why doubling DVs on a target is a bad thing. Makes sense. The double clutch rule sounds like a good fix.
With lower base damage values, a lot of the total damage now typically come from net hits.
By splitting the attacker's dice pool (but not the defender's) you will on average always reduce the damage part originating from net hits by half, and them some (there is also no Unaware of Attack in this edition that prevent the defender from taking a defense test as we had in previous edition).
Say your weapon have a base DV of 3 and you on average get 6 hits while the defender on average get 3. Say soak will on average remove 1.
With one weapon you end up with 3+6-3-1 = 5 boxes of damage. With two weapon attacking the same target twice end up with 3+3-3-1 + 3+3-3-1 = 4 boxes of damage. Plus you spend twice the amount of ammo and an additional minor action. Plus that you increase risk of glitch and that the defender will successfully avoid one or even both of the attacks.
It is basically only useful if the defender have very low defense pool (so you don't risk missing the attack and that your net hits will not be reduced a lot more than half) and/or if if the attack itself deal a lot of damage (narrow burst + explosive ammo might prove problematic, for example).
The only thing that still doesnīt sit right here (but maybe I still havenīt got everything right): Is it really now RAI that I you can use the Multiple Attacks option for two attacks with just one SS-only weapon like the Ruger Super Warhawk? Because that still feels a bit off, given that these weapons explicitly donīt allow you to pull the trigger twice in the same attack against one target - because thatīs what constitutes a SA attack
Agree.
I guess the difference is that with this mode you cannot double tap each target, you can only fire one bullet at each target.
But if you have the time to realign and fire off a second round at a second target with your Ruger Redhawk during one major action (or even a 3rd target and a 4th, there is really no upper limit here is there???) then it suddenly will become hard to argue why you can only fire one single bullet at one target. Surely if you rule that you can fire a single shot weapon more than once you would also have more than enough time to pull the trigger a second time... Not sure this is a can of worms I am willing to open ;-)
...in a 3 second combat round.
I know a combat round in SR6 is still supposed to be 3 seconds, but a combat round in SR6 is more akin to the initiative pass concept we had in SR5 (which are typically shorter than 3 seconds).
Unless we allow you to fire single shot weapons multiple times per major action, i guess ;-)