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Old 06-14-2024, 01:58 PM   #1
King Leonidas
 
Join Date: Aug 2023
Default Re: Recoil for RoF 1 weapons

Quote:
Originally Posted by Varyon View Post
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.
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Old 06-14-2024, 09:00 PM   #2
malloyd
 
Join Date: Jun 2006
Default 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?
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Old 06-14-2024, 10:23 PM   #3
Fred Brackin
 
Join Date: Aug 2007
Default 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.
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Old 06-15-2024, 06:20 PM   #4
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Recoil for RoF 1 weapons

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Originally Posted by Fred Brackin View Post
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.
A personal weapon with multiple barrels has RoF >1, so it's irrelevant to the question. It wouldn't necessarily have the same rcl as a single-barreled version - rcl is a function of the whole weapon, not just the round, and a multibarrel weapon will be more massive.

Same for a multibarrel heavy assembly, though also any weapon of that kind makes a mockery of the rcl mechanic anyway.
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Old 06-15-2024, 06:59 PM   #5
Fred Brackin
 
Join Date: Aug 2007
Default Re: Recoil for RoF 1 weapons

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Originally Posted by Ulzgoroth View Post
A personal weapon with multiple barrels has RoF >1, so it's irrelevant to the question. It wouldn't necessarily have the same rcl as a single-barreled version - rcl is a function of the whole weapon, not just the round, and a multibarrel weapon will be more massive.

Same for a multibarrel heavy assembly, though also any weapon of that kind makes a mockery of the rcl mechanic anyway.
Turning a single barrel into amulti-barrel would affect Rcl in complex potentially complex ways but it is better starting with soem num ber than doign so with no numbers to guide you.

Also in your reply I see examples of the persistant confusion of Newtoian equal and opposite reactions aka "recoil" in common English with the Gurps weapon stat of "Rcl". The two are not strongly related.

Rcl is about the dispersal of multiple shots when a weapon is fired more than one time per second and how difficult it is to hit one target with some or all of those multiple shots.

Newtonizn actions upon a firing living being or even a vehicular mount are more accurately figured into the MinST stat.

<sigh>I know it's another example of Gurps v. English but RCL and "recoil" just are not the same thing.
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Old 06-15-2024, 07:08 PM   #6
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Recoil for RoF 1 weapons

Quote:
Originally Posted by Fred Brackin View Post
Turning a single barrel into amulti-barrel would affect Rcl in complex potentially complex ways but it is better starting with soem num ber than doign so with no numbers to guide you.
I contest it isn't really, since you have no actual information about how to use these things.
Quote:
Originally Posted by Fred Brackin View Post
Also in your reply I see examples of the persistant confusion of Newtoian equal and opposite reactions aka "recoil" in common English with the Gurps weapon stat of "Rcl". The two are not strongly related.

Rcl is about the dispersal of multiple shots when a weapon is fired more than one time per second and how difficult it is to hit one target with some or all of those multiple shots.

Newtonizn actions upon a firing living being or even a vehicular mount are more accurately figured into the MinST stat.

<sigh>I know it's another example of Gurps v. English but RCL and "recoil" just are not the same thing.
No, you don't see that.

But you did helpfully note how a 1-shot weapon cannot have an rcl value, because the number describes a counterfactual event.
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Old 06-15-2024, 10:50 PM   #7
Fred Brackin
 
Join Date: Aug 2007
Default Re: Recoil for RoF 1 weapons

Quote:
Originally Posted by Ulzgoroth View Post

No, you don't see that.

.
I see it but more importantly hunt up the Word of Kromm about Rcl. You should be able to find him saying that ROF 1 weapons are given Rcl stats for use if they are somehow modified into ROF 2+ weapons.
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Old 06-16-2024, 04:16 AM   #8
Varyon
 
Join Date: Jun 2013
Default Re: Recoil for RoF 1 weapons

Quote:
Originally Posted by Ulzgoroth View Post
But you did helpfully note how a 1-shot weapon cannot have an rcl value, because the number describes a counterfactual event.
Good thing GURPS campaigns aren't restricted to facts. Further, a Rcl listing for a 1-shot weapon essentially future-proofs the statline so that if, in the future, there are rules published that make use of Rcl in a way that it can apply to such weapons, you'll already have access to the relevant stat. It appears that's already happened to a limited extent with Fanning (when applied to single-action revolvers) and more generally with GURPS Power Ups 1: Imbuements. I could have seen it potentially factoring into the "Follow-Up Shots" rule in Tactical Shooting, or example.
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Last edited by Varyon; 06-16-2024 at 04:26 AM.
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Old 06-14-2024, 10:58 PM   #9
Varyon
 
Join Date: Jun 2013
Default Re: Recoil for RoF 1 weapons

Quote:
Originally Posted by King Leonidas View Post
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 View Post
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.
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Old 06-15-2024, 02:34 AM   #10
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default 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.
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