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BobChuck
post Jul 19 2010, 05:27 PM
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How does this work, exactly? Because I saw it mentioned in another thread, and apparently it's confusing to new players.
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Yerameyahu
post Jul 19 2010, 05:29 PM
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1 recoil per bullet fired (after the first bullet) in an Action Phase.

I gather that some people hate this, but there's an explanation here: http://www.shadowrun4.com/resources/faq.shtml
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Doc Chase
post Jul 19 2010, 05:32 PM
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It's the kickback a weapon suffers if more than one bullet is fired from the gun in an action phase. It is mitigated by Recoil Compensation of varying degrees (gas vents, gyro-mounts, personalized grips, and so on).

The general rule of thumb is recoil is calculated by (Total Bullets Fired)-1. In short, the first round is always free. With a gun that has no recoil compensation, the first bullet fired has the full attribute+linked skill roll. The next shot in the round will have one die subtracted due to recoil.

A 3-round burst has 2 points of recoil. A long burst has six (I believe it's a 7 round burst, yes?) A full burst has 9 (ten rounds).

Recoil comp subtracts recoil penalty . A weapon with 3 points of RC will remove 3 points of recoil.

Confusion comes in when people see if it's cumulative with the initiative pass, or the combat turn itself.

There. I edited it.
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Yerameyahu
post Jul 19 2010, 05:35 PM
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Is a 'combat round' an Action Phase?

Long burst is a 6 round burst.

Recoil compensation, strictly speaking, doesn't 'remove' recoil, it negates the penalty for that shot. In practice, it's the same difference.
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Doc Chase
post Jul 19 2010, 05:37 PM
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QUOTE (Yerameyahu @ Jul 19 2010, 06:35 PM) *
Is a 'combat round' an Action Phase?


Yes. So I use archaic terms. (IMG:style_emoticons/default/nyahnyah.gif)

QUOTE
Long burst is a 6 round burst.

So five points of recoil. I keep forgetting these small details, because none of my people ever use a bloody automatic.

QUOTE
Recoil compensation, strictly speaking, doesn't 'remove' recoil, it negates the penalty for that shot. In practice, it's the same difference.


Negate the penalty, remove the penalty. Eh. (IMG:style_emoticons/default/nyahnyah.gif)
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StealthSigma
post Jul 19 2010, 05:38 PM
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QUOTE (Doc Chase @ Jul 19 2010, 01:32 PM) *
It's the kickback a weapon suffers if more than one bullet is fired from the gun in a combat round. It is mitigated by Recoil Compensation of varying degrees (gas vents, gyro-mounts, personalized grips, and so on).

The general rule of thumb is recoil is calculated by (Total Bullets Fired)-1. In short, the first round is always free. With a gun that has no recoil compensation, the first bullet fired has the full attribute+linked skill roll. The next shot in the round will have one die subtracted due to recoil.

A 3-round burst has 2 points of recoil. A long burst has six (I believe it's a 7 round burst, yes?) A full burst has 9 (ten rounds).

Recoil comp subtracts recoil. A weapon with 3 points of RC will remove 3 points of recoil.

It's cumulative with other shots fired during the combat round, not the initiative pass. This is where the confusion comes in.


Recoil is figured on an action phase by action phase basis, not combat round.

QUOTE ("SR4a Pg152")
RECOIL
Weapons that fire more than one round in an Action Phase suffer from an escalating recoil modifier as the rounds leave the weapon.


Also, Combat Round is not a term used in the book.

Combat Turn - Made up of multiple initiative passes.
Initiative Pass - Made up the Action Phases of each character in combat.
Action Phase - When an individual character acts.
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Fauxknight
post Jul 19 2010, 05:39 PM
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QUOTE (Yerameyahu @ Jul 19 2010, 01:35 PM) *
Is a 'combat round' an Action Phase?


No, an action phase is a single initiative pass for a person. Recoil is specifically per action phase not combat round.
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Yerameyahu
post Jul 19 2010, 05:41 PM
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I asked because Combat *Turn* is a current term, and very different from Action Phase. (IMG:style_emoticons/default/smile.gif)
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Doc Chase
post Jul 19 2010, 05:41 PM
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Since I can see most of the debate in this thread is going to stem from my use of 'combat round', let's nip it in the bud by me asking you a pair of questions:

Are there multiple Initiative Passes in an Action Phase?

Is a new Action Phase declared after all combatants have used or deferred their Initiative Passes?


If the answer to both is yes, then my use of combat round has been interchangable with Action Phase, and we're arguing the same thing. If not, then I'll amend the post later and regardless I apologize for the confusion. (IMG:style_emoticons/default/nyahnyah.gif)
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Yerameyahu
post Jul 19 2010, 05:42 PM
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Action Phase is a single Pass: Free Action, 1 Complex (or 2 Simple); that is, everyone acting on this Pass gets an Action Phase.

Combat Turn is the whole shebang: everyone roll Initiative, everyone take all their Passes, etc.
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StealthSigma
post Jul 19 2010, 05:42 PM
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QUOTE (Doc Chase @ Jul 19 2010, 01:41 PM) *
Since I can see most of the debate in this thread is going to stem from my use of 'combat round', let's nip it in the bud by me asking you a pair of questions:


Already answered it.

QUOTE (StealthSigma @ Jul 19 2010, 01:38 PM) *
Also, Combat Round is not a term used in the book.

Combat Turn - Made up of multiple initiative passes.
Initiative Pass - Made up the Action Phases of each character in combat.
Action Phase - When an individual character acts.

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Doc Chase
post Jul 19 2010, 05:45 PM
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Edited to amend. Can you kindly move on? You people are worse than my ex-wife. (IMG:style_emoticons/default/nyahnyah.gif)
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Yerameyahu
post Jul 19 2010, 05:45 PM
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Psh. This is a very, very important distinction, especially when the terms are confusing. I think we were quite polite in helping you fix it. (IMG:style_emoticons/default/smile.gif)
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Doc Chase
post Jul 19 2010, 05:48 PM
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Which is why you got the ex-wife gag instead of the 'GAWD STFU ALREADY I USE DIFFERENT TERMS OKAY' and assorted frothing at the mouth. More froth than a badly-poured beer; count your blessings. (IMG:style_emoticons/default/nyahnyah.gif)

And there was a smiley involved. Somewhere. Over there. About 500m away, just stand on the 'X' and look for it...

*readies the 121* (IMG:style_emoticons/default/biggrin.gif)
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StealthSigma
post Jul 19 2010, 05:49 PM
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QUOTE (Yerameyahu @ Jul 19 2010, 01:45 PM) *
Psh. This is a very, very important distinction, especially when the terms are confusing. I think we were quite polite in helping you fix it. (IMG:style_emoticons/default/smile.gif)


Indeed, considering if recoil built up over a combat turn. Oh boy.

4 IPs....

Long/Short -5/-8
Long/Short -13/-15
Long/Short -20/-22
Long/Short -27/-29
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Yerameyahu
post Jul 19 2010, 05:49 PM
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I have an ex-wife. A smiley doesn't begin to compensate. (IMG:style_emoticons/default/biggrin.gif)

Ha, StealthSigma, we'd see *lot* more Semi-Auto users!
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Doc Chase
post Jul 19 2010, 05:51 PM
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I'll raise you one. Lucked out on the alimony, at least (but I wouldn't be surprised if one tries to hire runners to solve the custody issues) (IMG:style_emoticons/default/nyahnyah.gif)

Mea culpa on recoil. Like I said, my groups very rarely use automatics so I get fuzzy on the rules.
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DrZaius
post Jul 19 2010, 05:54 PM
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The confusion I had was mixing long and short bursts. I get that the first short burst is a -2, and the second is an additional -3, but what about if I want to fire a long burst (-5), then a short burst? That was the issue at hand.

-DrZaius
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Doc Chase
post Jul 19 2010, 05:54 PM
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-3 for the short burst, so it's be -5/-8.
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Yerameyahu
post Jul 19 2010, 06:00 PM
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In the end, it's always (Total Bullets - 1).
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Doc Chase
post Jul 19 2010, 06:02 PM
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Recoil = (Total Bullets-1) - Recoil Compensation. (IMG:style_emoticons/default/nyahnyah.gif)
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Yerameyahu
post Jul 19 2010, 06:05 PM
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Nuh uh! The recoil *penalty* on a given shot is your formula. The actual recoil is mine. ;P
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Doc Chase
post Jul 19 2010, 06:08 PM
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Thbbbbbbbbpt. (IMG:style_emoticons/default/nyahnyah.gif)
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Yerameyahu
post Jul 19 2010, 06:15 PM
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*chortle chortle* (IMG:style_emoticons/default/smile.gif)
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jimbo
post Jul 19 2010, 10:23 PM
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QUOTE (Doc Chase @ Jul 19 2010, 01:08 PM) *


How many of those in a combat round?
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