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> Recoil Question
Beaman
post Oct 14 2004, 07:35 AM
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Sorry, this is pretty noobie, but I need to go ahead and get proof of it from an experienced source

Me and my GM had a dispute about recoil and how it works
This was only my second real run, and he's been GMing for quite a while

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Citing SR3, this is what I came up with- Firing a weapon in a pass (pass being each individual round of the combat turn) generates recoil, depending on how you fire it, for that pass ONLY (your recoil will refresh on your next action)

These are all standard guns following standard rules (not machine guns or assault cannons or anything with special modifiers)

Single Shot weapon is a +0 recoil on the first shot (simple action), +1 on the second (simple action)
Burst fire is a +3 on the first burst (simple action), +6 on the second action (simple action)
Full-Auto is a +X (complex action), where X = the number of rounds fired

Now this is how my GM does it-

Firing a weapon in a pass generates recoil, depending on how you fire it, for the ENTIRE combat turn (resets at the start of the next one when everyone rolls initiative)

Single Shot is a +1 on the first shot (simple action), +2 on the second (simple action)
Burst and Full-Auto stay the same

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Now onto firing two weapons, once again we both have a disagreement
SR3 states "any uncompensated recoil modifers applicable to one weapon also apply to the other weapon."
I believe the key word is MODIFIERS, as in modifiers to the target number for having recoil, not recoil itself
He believes the total RECOIL of a weapon is applicable to both weapons

Here is an example using dual-wield on two UNCOMPENSATED weapons in BURST mode WITHOUT the +2 target to each gun for dual wielding

My version:
gun A fires a burst, +3 recoil/+3 mod
gun B fires a burst, +3 recoil/+6 mod
gun A fires a burst +6 recoil/+9 mod
gun B fires a burst +6 recoil/+12 mod

As you can see recoil is left independent between the two guns, but their modifier for that recoil is added to the other gun's modifier for its recoil

His version:
gun A fires a burst +3 recoil/+3 mod
gun B fires a burst +6 recoil/+6 mod
gun A fires a burst +12 recoil/+12 mod
gun B fires a burst +21 recoil/+21 mod

Recoils in this example are stacked onto each other, so in addition to the +3 for the burst you're firing at that given moment you're also sufferring the current recoil of that gun, and the recoil of the other gun being added onto it in one big number, which is then added back onto the other gun, producing insane amounts of recoil which is even more crippling when combined with the belief that recoil refreshes only at the beginning of each combat turn

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Now for a single shot example, again, WITHOUT the +2 modifier for dual-wield

My version:
gun A fires, +0 recoil/+0 mod
gun B fires, +0 recoil/+0 mod
gun A fires, +1 recoil/+1 mod
gun B fires, +1 recoil/+2 mod

Gun A on that second firing gets the +1 for the second shot, semi-auto modifier
Gun B gets the same penalty for its second shot as well as a +1 for the recoil on gun A

I wont bother for an example of his on this one

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I sincerely thank you if you actually took the time to read through all of this and can give me some clarification, so that our group wont lose another hour over this like it did last session
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