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Law of Inverse Recoil: Difference between revisions

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* ''[[Warhammer 40,000]]'' goes out of its way to avoid this, in a setting that normally has a total disregard for such details: Imperial Guard rocket launchers are stated to have no recoil when used properly, and a bolter in the hands of a non-[[Super Soldier]] has been known to break bones.
** And this is despite the fact that Bolter ammunition is explicitly stated in several places to be self propelled. Probably the charge needed to actually get the bolt out of the weapon would not be enough to break somebody's arm..
** Bolt rounds are spin-stabilised bi-propellant rounds. They have a conventional "soft launch" charge roughly equivalent to a 10-gauge shotgun (even the bolt pistol uses those), but certain bolters take "Astartes-grade" ammunition, which are far bigger/more powerful. At which point, a good muzzle brake etc can prevent the wielder from being thrown around in low gravity, but this doesn't mean the weapon won't kick really hard. However, since the Astartes are [[Powered Armor|power armoured]] [[Super Soldier|augmented]] [[Space Marines]], they can handle it.
*** Then there's the "Emperor's Benediction" — bolt pistol used by unaugmented humans (Commissars) with relevant statistics suggesting it fires a heavy bolter round. It's unique or near-unique, however, so may have more advanced recoil compensation systems.
* In the ''[[Rifts]]'' RPG, the [[Powered Armor|Glitter Boy]] boom gun (the [[BFG]] of all [[BFG]]s) requires the wearer of the armour to engage foot anchors and backpack thrusters to absorb the massive recoil.
* ''[[GURPS]]'', in its relentless pursuit of accuracy, avoids this at every turn and even tries to establish realistic recoil of weapons that don't exist.
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