Aussiegamer
First Post
Any thoughts?
This is an extension of the other recoil system already in place.
Recoil
Most modern range weapons have “Recoil”. Which is the movement of the gun due to the expulsion of the ballistic round from the chamber or force of the energy being released.
Normally the higher the damage potential the higher the recoil. A weapon’s usefulness is affected by the character’s ability to withstand that “Kick” of the gun.
Recoil Factor (RF)
This is the recoil number of the weapons attack. Even a single round can cause the RF to breach the creature’s Strength ability (Not its mod score).
Unstable
When the RF is higher than the character’s Strength, the weapon is deemed to be unstable. This affects, depending on type of attack, its accuracy / damage potential.
Mod Table:
RF Range/ Strength Range/ Semi: Accuracy/ Auto: Accuracy/ Damage
1/ Str+1 to 2xStr / -2 this shoot/ -4/ -10% this burst
2/ (2xStr)+1 to 3xStr/ -4 this shoot/ -8/ -20% this burst
3/ (3xStr) +/ -8 this shoot/ -16/ -40% this burst
Recovery from Unstable
There are several ways to reset the RF back to “0” after a FRA, or any automatic fire (SA or FRA).
The character can use a “Steady” action. This is a MEA and grants a benefit of +2 initiative next round as well.
Or not fire the weapon for 1 full round.
Stacking
All attacks, in a combat go, stack together.
A Double Tap attack counts as 2 separate attacks, thus the RF stack.
Carried over RF
RF for any “Full Round Attack”, carry over into the next combat round.
Any Automatic attacks, SA or FRA, carry over into the next round combat go.
Examples:
1. A creature with a Str score of 10 fires a single shoot, SA, from a gun with a RF of 6. As the RF is below the Str score of 10 it has no affect.
· 1st attack RF: 6 (No affect)
Note: As this was a SA and not automatic, the (6) RF doesn’t carry over to the next rounds RF.
2. A creature with a Str score of 10 fires a double tap attack a gun with a RF of 6.
Since a double tap is considered as separate attacks then:
· 1st attack RF: 6 (No affect)
· 2nd attack (Double tap) RF: 12 (RF range 1: Semi: This attack has a modifier of –2 accuracy)
Note: As this is considered a SA then the RF does not carry over to the character’s next go.
3. A creature with a Str score of 10 fires a burst from a gun with a RF of 6. As the RF is below the Str score of 14 it has no affect. If the creature has three attacks, and fires the gun three times as a FRA.
· 1st attack RF: 6 (No affect)
· 2nd attack RF: 12 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
· 3rd attack RF: 18 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
Note: As this was a FRA and automatic, the RF of 18 will carry over as the start RF for the character’s next go.
4. A creature with a Str score of 10 fires an automatic burst from a gun with a RF of 6. As the RF is below the Str score of 10 it has no affect. The character does not “Steady” the weapon next round before firing again, thus the (6) RF carries over from last round.
· 1st round attack RF: 6 (No affect)
· 2nd round attack RF: 12 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
Note: As this was an automatic attack, the RF of 12 will carry over as the start RF for the character’s next go.
5. A creature with a Str score of 10 fires a single shoot from a gun with a RF of 6. Then drops the gun, quick drawing a machine-gun and fires a burst with a RF of 8.
· 1st attack RF: 6 (No affect)
· 2nd attack RF: 14 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
Note: As this was a FRA and an automatic attack, the RF of 14 will carry over as the start RF for the character’s next go.
6. A creature with a Str score of 10 goes crazy and fires 4 bursts using a gun with a RF of 8
· 1st attack RF: 8 (No affect)
· 2nd attack RF: 16 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
· 3rd attack RF: 24 (RF range 2: Auto: This attack has a RF modifier of –8 accuracy and damage is reduced by 20%)
· 4th attack RF: 32 (RF range 3: Auto: This attack has a RF modifier of –16 accuracy and damage is reduced by 40%)
Note: As this was a FRA, the RF of 32 will carry over as the start RF for the character’s next go.
This is an extension of the other recoil system already in place.
Recoil
Most modern range weapons have “Recoil”. Which is the movement of the gun due to the expulsion of the ballistic round from the chamber or force of the energy being released.
Normally the higher the damage potential the higher the recoil. A weapon’s usefulness is affected by the character’s ability to withstand that “Kick” of the gun.
Recoil Factor (RF)
This is the recoil number of the weapons attack. Even a single round can cause the RF to breach the creature’s Strength ability (Not its mod score).
Unstable
When the RF is higher than the character’s Strength, the weapon is deemed to be unstable. This affects, depending on type of attack, its accuracy / damage potential.
Mod Table:
RF Range/ Strength Range/ Semi: Accuracy/ Auto: Accuracy/ Damage
1/ Str+1 to 2xStr / -2 this shoot/ -4/ -10% this burst
2/ (2xStr)+1 to 3xStr/ -4 this shoot/ -8/ -20% this burst
3/ (3xStr) +/ -8 this shoot/ -16/ -40% this burst
Recovery from Unstable
There are several ways to reset the RF back to “0” after a FRA, or any automatic fire (SA or FRA).
The character can use a “Steady” action. This is a MEA and grants a benefit of +2 initiative next round as well.
Or not fire the weapon for 1 full round.
Stacking
All attacks, in a combat go, stack together.
A Double Tap attack counts as 2 separate attacks, thus the RF stack.
Carried over RF
RF for any “Full Round Attack”, carry over into the next combat round.
Any Automatic attacks, SA or FRA, carry over into the next round combat go.
Examples:
1. A creature with a Str score of 10 fires a single shoot, SA, from a gun with a RF of 6. As the RF is below the Str score of 10 it has no affect.
· 1st attack RF: 6 (No affect)
Note: As this was a SA and not automatic, the (6) RF doesn’t carry over to the next rounds RF.
2. A creature with a Str score of 10 fires a double tap attack a gun with a RF of 6.
Since a double tap is considered as separate attacks then:
· 1st attack RF: 6 (No affect)
· 2nd attack (Double tap) RF: 12 (RF range 1: Semi: This attack has a modifier of –2 accuracy)
Note: As this is considered a SA then the RF does not carry over to the character’s next go.
3. A creature with a Str score of 10 fires a burst from a gun with a RF of 6. As the RF is below the Str score of 14 it has no affect. If the creature has three attacks, and fires the gun three times as a FRA.
· 1st attack RF: 6 (No affect)
· 2nd attack RF: 12 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
· 3rd attack RF: 18 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
Note: As this was a FRA and automatic, the RF of 18 will carry over as the start RF for the character’s next go.
4. A creature with a Str score of 10 fires an automatic burst from a gun with a RF of 6. As the RF is below the Str score of 10 it has no affect. The character does not “Steady” the weapon next round before firing again, thus the (6) RF carries over from last round.
· 1st round attack RF: 6 (No affect)
· 2nd round attack RF: 12 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
Note: As this was an automatic attack, the RF of 12 will carry over as the start RF for the character’s next go.
5. A creature with a Str score of 10 fires a single shoot from a gun with a RF of 6. Then drops the gun, quick drawing a machine-gun and fires a burst with a RF of 8.
· 1st attack RF: 6 (No affect)
· 2nd attack RF: 14 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
Note: As this was a FRA and an automatic attack, the RF of 14 will carry over as the start RF for the character’s next go.
6. A creature with a Str score of 10 goes crazy and fires 4 bursts using a gun with a RF of 8
· 1st attack RF: 8 (No affect)
· 2nd attack RF: 16 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)
· 3rd attack RF: 24 (RF range 2: Auto: This attack has a RF modifier of –8 accuracy and damage is reduced by 20%)
· 4th attack RF: 32 (RF range 3: Auto: This attack has a RF modifier of –16 accuracy and damage is reduced by 40%)
Note: As this was a FRA, the RF of 32 will carry over as the start RF for the character’s next go.