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Newbie Recoil Question

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Jvirtue55

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« on: <04-03-12/1253:22> »
So how long does recoil effect the shooter just the shot the initiative pass or the entire combat turn

squee_nabob

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« Reply #1 on: <04-03-12/1308:44> »
Don't have the book on me, but just that IP IIRC.

Jvirtue55

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« Reply #2 on: <04-03-12/1320:16> »
IP Initive Pass?
IIRC?

SeriousOne338

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« Reply #3 on: <04-03-12/1325:08> »
Basically per turn. So if you have a crazy guy that can get multiple initiative passes you have recoil effecting you more and more. so the first shot is nothing but four passes down the way you got serious problems.
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All4BigGuns

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« Reply #4 on: <04-03-12/1331:25> »
Quote from:  SR4A
Recoil
Weapons that fire more than one round in an Action Phase suffer from
an escalating recoil modifier as the rounds leave the weapon. Semiautomatic
weapons that fire a second shot receive a –1 dice pool modifier
for the second shot only.

As you can see here, the rules state that recoil is per Action Phase, which means that it would reset every IP (yes, Jvirtue55, that is shorthand for Initiative Pass).
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Crash_00

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« Reply #5 on: <04-03-12/1336:40> »
It's per Action Phase or Initiative Pass, not per combat turn. So, every time you get a new set of actions, you get your recoil set to zero and work back up from there.

Ajax

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« Reply #6 on: <04-03-12/1357:38> »
Basically per turn. So if you have a crazy guy that can get multiple initiative passes you have recoil effecting you more and more. so the first shot is nothing but four passes down the way you got serious problems.

Your games must be very, very different from mine. Having at least two Initiative Passes is almost a given everytime I've played Shadowrun, with "combat specialist" characters almost all expected to posses three IP or a very good reason for having less.
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All4BigGuns

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« Reply #7 on: <04-03-12/1400:46> »
Basically per turn. So if you have a crazy guy that can get multiple initiative passes you have recoil effecting you more and more. so the first shot is nothing but four passes down the way you got serious problems.

Your games must be very, very different from mine. Having at least two Initiative Passes is almost a given everytime I've played Shadowrun, with "combat specialist" characters almost all expected to posses three IP or a very good reason for having less.

Two passes tends to be my standard even for combat specialists, but then that third IP takes a lot of money and essence or PP to get to.
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