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-   -   Recoil for RoF 1 weapons (https://forums.sjgames.com/showthread.php?t=197311)

Anders 06-14-2024 12:48 PM

Recoil for RoF 1 weapons
 
Is there any point to listing Recoil for RoF weapons? Is it used for anything other than rapid fire?

Anthony 06-14-2024 01:02 PM

Re: Recoil for RoF 1 weapons
 
Quote:

Originally Posted by Anders (Post 2529024)
Is there any point to listing Recoil for RoF weapons? Is it used for anything other than rapid fire?

Potential techniques that increase RoF, such as fanning.

Ulzgoroth 06-14-2024 01:09 PM

Re: Recoil for RoF 1 weapons
 
Occasionally an RoF 1 weapon might be possible to fire at a higher RoF.

Or if it's rcl 1 that might trigger some special cases? Or if you've got detailed microgravity ops rules, which I thought I saw somewhere but can't remember.

But failing that, no. There's certainly no point for weapons that are also 1 shot and thus cannot possibly be fired again in the same turn. (If you built a version that wasn't one shot, it would potentially not have the same rcl, so that doesn't give it a use.)

Varyon 06-14-2024 01:39 PM

Re: Recoil for RoF 1 weapons
 
I mean, you could have an antagonist - or even a protagonist, provided the GM came up with the right cost for it (or waited for the 27th and bought Meta-Tech, which should have relevant rules) - who had an ensorcelled firearm that had infinite ammunition and was able to fire multiple times per second but was otherwise identical to a Derringer, musket, or whatever, meaning even single shot weapons that normally take multiple seconds to reload have a use for a Rcl stat.

King Leonidas 06-14-2024 01:58 PM

Re: Recoil for RoF 1 weapons
 
Quote:

Originally Posted by Varyon (Post 2529031)
I mean, you could have an antagonist - or even a protagonist, provided the GM came up with the right cost for it (or waited for the 27th and bought Meta-Tech, which should have relevant rules) - who had an ensorcelled firearm that had infinite ammunition and was able to fire multiple times per second but was otherwise identical to a Derringer, musket, or whatever, meaning even single shot weapons that normally take multiple seconds to reload have a use for a Rcl stat.

i mean you could have a bolt action just like an archer who can do quick draw for the arrow roll for putting the arrow on the bow at minus -6 and and minus 10 to fire in Realism games or 6 in cinematic.
Racking the bolt could be a minus 6?
you could potentially do this with a needle rifle if you have someone loading it for you.

malloyd 06-14-2024 09:00 PM

Re: Recoil for RoF 1 weapons
 
Or you could buy Extra Attack and bolt a underbarrel grenade launcher to it.

Sure it's not going to matter often, but anybody building a weapon table is probably using some sort of algorithm that will spit out a value for anything, so why not include it on the table just in case?

Fred Brackin 06-14-2024 10:23 PM

Re: Recoil for RoF 1 weapons
 
I see no one has mentioned personal scale weapons with multiple barrrels yet. Mounted weapons more than 1 to a turret are a similar case.

Varyon 06-14-2024 10:58 PM

Re: Recoil for RoF 1 weapons
 
Quote:

Originally Posted by King Leonidas (Post 2529033)
i mean you could have a bolt action just like an archer who can do quick draw for the arrow roll for putting the arrow on the bow at minus -6 and and minus 10 to fire in Realism games or 6 in cinematic.
Racking the bolt could be a minus 6?
you could potentially do this with a needle rifle if you have someone loading it for you.

Quote:

Originally Posted by malloyd (Post 2529067)
Or you could buy Extra Attack and bolt a underbarrel grenade launcher to it.

Sure it's not going to matter often, but anybody building a weapon table is probably using some sort of algorithm that will spit out a value for anything, so why not include it on the table just in case?

Rcl wouldn't factor into either of these - the first uses Rapid Strike, the second Extra Attack. Rcl only comes into play when you're resolving multiple shots with a single roll.

johndallman 06-15-2024 02:34 AM

Re: Recoil for RoF 1 weapons
 
Rcl stats are produced for RoF 1 weapons because it's not much work, and rules may come along that need them. That, as best I remember, was the answer the last time this came up.

Anthony 06-15-2024 02:37 AM

Re: Recoil for RoF 1 weapons
 
Quote:

Originally Posted by johndallman (Post 2529086)
Rcl stats are produced for RoF 1 weapons because it's not much work, and rules may come along that need them.

Also, there's that space in the weapons table anyway, so you don't really save anything by leaving it blank. Is there a flinch rule in 4e? I remember something like that but I think it was 3e, gave inexperienced shooters a penalty equal to Rcl.


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