1.
QUOTE (SR4 FAQ)
Are Recoil modifiers cumulative across an entire Combat Turn, or just an Action Phase? Does Recoil Compensation apply to each attack/burst, or does it only apply once in an Action Phase? Can you give a better example of how recoil works?
Recoil modifiers are cumulative, but they only apply for that Action Phase. They do not carry over to additional Action Phases in a Combat Turn.
Recoil compensation only applies once during an entire Action Phase. In other words, each point of Recoil Compensation counteracts 1 point of Recoil modifiers for that entire Action Phase.
There are several things to keep in mind about recoil:
a) The first bullet never counts.
b) Every bullet fired in an Action Phase after the first incurs a cumulative -1 recoil dice pool modifier.
c) Each point of recoil compensation counteracts 1 point of recoil modifier.
Example #1:
Let's say you're firing a submachine gun in burst fire mode (3 bullets), with 1 point of recoil compensation. With your first Simple Action, you suffer a recoil modifier of -2 (first bullet is free, next two count). You have 1 point of recoil compensation, however, so that recoil modifier is reduced to -1.
On your second Simple Action, you suffer an additional -3 recoil modifier (three more bullets in the same Action Phase). You have a -1 recoil modifier carrying over from the first burst, so you're facing a total recoil modifier of -4. Your recoil compensation has already been fully applied (on the first burst), so your recoil modifier for the second burst is -4.
(Another way of looking at the second burst is to consider the total modifiers: -2 for the first burst and -3 for the second burst, for a total of -5. Subtract the 1 point of recoil compensation and you have a recoil modifier of -4.)
Example #2:
You are firing an assault rifle in full-auto mode. Your first attack is a regular 3-round burst, which incurs a -2 recoil modifier. You have 3 points of recoil compensation, however, so on this first attack you suffer no recoil modifiers.
For your second Simple Action, you fire a long burst of 6 bullets: an additional -6 recoil modifier. You have no recoil modifier carrying over from the first attack, but you do have 1 point of unapplied recoil compensation left (since you only used 2 of the 3 to negate the -2 modifier on the first attack). So on this second attack you suffer a -5 recoil modifier.
(Another way of looking at the second burst is to consider the total modifiers: -2 for the first burst and -6 for the second burst, for a total of -8. Subtract the 3 points of recoil compensation and you have a recoil modifier of -5.)
Example #3:
You are firing a medium machine gun in full-auto mode. MMGs count as heavy weapons, so all uncompensated recoil is doubled. Luckily you're using a gyro-mount that applies 6 points of recoil compensation!
On your first attack, a 3-round burst with a Simple Action, you're facing a -2 recoil modifier. Your recoil compensation eats that up, leaving you suffering no modifier.
On your second attack, a 6-round long burst with another Simple Action, you're facing an additional -6 recoil modifier. You have 4 points of your recoil compensation left (6 - 2), so that recoil modifier is reduced to -2. However, you're firing a heavy weapon, so it's doubled to -4.
(Again, you can look at the second burst via the total modifiers: -2 for the first burst and -6 for the second burst, for a total of -8. Subtract the 6 points of recoil compensation and you have a recoil modifier of -2, doubled to -4.)
Example #4:
This time you're firing your full-auto assault rifle against three targets. You take a Complex Action to fire a full burst, applying one 3-round burst against each target. Your recoil compensation is -2.
For the first target, you suffer a -2 recoil modifier. Your recoil compensation nullifies this, so you attack with no recoil modifiers.
On the second target, you pick up an additional -3 recoil. You have no cumulative recoil to apply from the first attack, and no recoil comp left, so you suffer -3.
On the third target, you pick up an additional -3 again. This time you have the -3 recoil from the previous attack to add to, and you used up your recoil compensation already, so now you're facing -6.
2. You would search for the targets commlink node (WiFi-Scan, likely a hidden node), and exploit it for the required level of access rights. If the cyberware is slaved to the commlink, it can be controlled via the master node.
Messing with the settings is a "change device settings" free action. The cyberarm-punches are a bit harder; a command device complex action, and you are limited to moving the arm - the rest of the body might actually oppose the attack.
I recommend that you check out
Aaron´s hacker cards, as well as his cheat sheets. Those are great.
Unwired is a solid book, and the player of your TM would likely love it to death. Just saying.
As for starting with the matrix rules, I do hope that
this approach helps.