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Mailing List Logs for ShadowRN

From: Midn Daniel O Fredrikson <m992148@****.NAVY.MIL>
Subject: Re: An Actual Shadowrun Post
Date: Thu, 5 Dec 1996 19:15:11 -0500
> Robert Pendergrast wrote:
> >Whoa! I just realized (after reading an earlier post), that you could
> >interpret the rules for HV weapons, as only haveing +3 for bursts... as
> >it says in the SRII book that burst fire wepons give a +3 recoil mod.
> >I've always thought that it was +1 per round fired, even in burst mode.
> >Hmmm... I don't quite know how to handle it now. I'd still suggest
> >+1/round, but then the recoil gets ridiculous unless you're a buff
> >ork/troll with a gyro... any suggestions??
> >
> Hey, are my posts not getting to the list, I've argued for why HV weapons
> should be +3 recoil per burst twice now, is anybody getting these?
>
I have been getting your arguments and I agree with them. I have always
thought that the recoil rules are a bit warped in shadowrun, though I can
see why they do it just for ease of play. Not trying to be hyper-critical
(despite what any of you out there think), there is a big difference
between the recoil from a three-round burst from a MP5, an FN-FNC, and a
FN-FAL. One is a submachine gun firing 9mm, one is an assault rifle
firing 5.56mm, and the last is a battle rifle firing 7.62mm. One of the
reasons the US military switched from 7.62mm to 5.56mm (besides the fact
that the rest of NATO had already) is that 5.56mm has much less recoil, so
the M16 have a faster rate of fire. Battle rifles that fire the 7.62mm,
like the FN-FNC, are much more deadly, but they are also harder to
control. How you work this into playability is hard. I do agree that a 6
round burst from HV weapons should only get a +3 modifier. You are
trading penetration power for ability to saturate the area with lead. If
you are only light armor, an HV weapon is really going to rip you appart.
If you are wearing any hardered armor, like medium sec armor with gel
packs, you are just going to shrug off the bullets.

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