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> Recoil In A Combat Pass, And Staging, Two questions: recoil and staging.
Dak
post Aug 18 2003, 04:04 PM
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Question 1- Does recoil modify all subsequent shots in the TURN or in the INITIATIVE PASS? According to the text, it seems as though recoil "resets" on the next initiative pass (assuming you act more than once in a turn), but I'm a little confused on the Combat Pass part.
So, Assuming I have rolled a 24 on my initiative this turn, and have an SMG capable of burst fire, and as a simple action on my pass, 24, I burst, taking 3 points of recoil mod. If I fire a second burst as my second simple action, I take another 3 penalty to my TN for recoil.
Now if on initiative 14 (my second pass this turn) I elect to fire another burst, am I back at a +3 to my TN for a burst, or am I now at +9 due to recoil?
Let me also say that (IMO) I think that realistically speaking, recoil penalties should only "reset" at the beginning of a combat turn, rather than every initiative pass. Anyone else have an opinion on this, in addition to a clarification?

Question 2- During ranged combat, how does staging up and down work? Again I am a bit confused by the text.
I'll go from the top, please tell me where I'm going wrong or misunderstanding.
I fire my 9M SA heavy pistol at my target. Lets assume I get 6 successes. The target has a chance to dodge with his combat pool. Lets assume he gets no successes from his dodge. Do I now stage the damage? Does this become 9D(+2), and the opponent has to get 4 successes just to stage down to Serious, or do the extra two go away, and he just has to get 2 successes on Damage Resistance to stage down to Serious?
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