Recoil in zero-G: Part 2

By Mark F. Cook ·

TML message #1904From bundle 155

In Subject 1891, Robert S. Dean [email removed] writes:

> I have been watching all of the discussion lately over whether or not gauss
> weapons are considered "low recoil".  Now, correct me if I am wrong, but last
> time I looked, the only thing that low recoil meant IN THE GAME RULES was that
> use of the weapon was less likely to destabilize the user in a zero-gee
> environment than a medium recoil wepoan.  The recoil category has nothing
> to do with accuracy, and is carried over from Striker, where it had to do
> with whether or not a unit could fire and move in the same turn.   So I am
> forced to suggest that maybe it really doesn't matter, unless we want to
> have recoil factored in to the TDR combat rules as something that DOES affect
> accuracy.

In fact, that's EXACTLY what Iain and I are doing.  For the initial pass
of the TDR combat rules, we are not considering the recoil effect of a
weapon on a person in zero-G.  It should be an easy thing to tack on
after the more weighty problems get resolved (like cover and auto-fire,
right, Iain?). :-)  However, in our combat system, recoil has a very
definite effect on ROFs for single shot weapons and on accuracy of
auto-fire weapons.

I'm sure you're right that the recoil factors are given just as reference
for the Ref. in zero-G combat, since they don't appear to have any effect
on the "to hit" or "damage" rolls in current MT combat.

        Mark F. Cook

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