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Old 06-14-2024, 12:48 PM   #1
Anders
 
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Default Recoil for RoF 1 weapons

Is there any point to listing Recoil for RoF weapons? Is it used for anything other than rapid fire?
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Old 06-14-2024, 01:02 PM   #2
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Recoil for RoF 1 weapons

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Originally Posted by Anders View Post
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.
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Old 06-14-2024, 01:09 PM   #3
Ulzgoroth
 
Join Date: Jul 2008
Default 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.)
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Old 06-14-2024, 01:39 PM   #4
Varyon
 
Join Date: Jun 2013
Default 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.
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Old 06-14-2024, 01:58 PM   #5
King Leonidas
 
Join Date: Aug 2023
Default Re: Recoil for RoF 1 weapons

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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   #6
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   #7
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 06-14-2024, 10:58 PM   #8
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   #9
johndallman
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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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Old 06-15-2024, 09:01 AM   #10
King Leonidas
 
Join Date: Aug 2023
Default Re: Recoil for RoF 1 weapons

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Originally Posted by Varyon View Post
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.
ahh alright. that could probably be done with straight pull bolt actions or perhaps lever action rifles?
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