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[HoE] Junker inventions
Well, I recently made a Gunsmith/Junker. I figure that everyone will always
need more ammo, right? Never mind that HOE doesn't mention the cost of a
bullet press, but..
Anyway, here are some beta inventions. Bear in mind that we haven't played
these out, nor have I acutally built these things. I just want some
opinions. I'll admit that I tweaked some numbers to minmax these, simply
because I want to bulid these without too much in-game downtime. So far,
Junkers don't look like they'll suffer the same downtime requirements that
Mad Scientists do, but you never know.
Ghost Gun
The theory: Put a G-Ray collector on one end, and a muzzle on the other.
The rulebook mentions directly channeling such energy, so why start small?
:) Ideally, this would use the artillery skill. I see the thing built
perhaps out of an smalish crane arm, maybe 15 feet long- a great array of
gears and pneumatics moves the whole affair.
Powers: Damage. I'll build an autofirer later.
2d20 70
Generates Ammo +50%
Spiritual Damage +50%
ROF 2 +25%
RI 15y +20%
Speed 1 +20%
1y burst radius +10%
70 + 175% = 192.50, 193 points. 2d6 days, TN 13 SME: 10/8/4, Drain 4GR/shot.
Otto
Theory: It's an autopilot for the semi rig that I share with another
character. It's got little attachments for the wheel, gearshift, pedals,
and so on. I figure it's a black box about two feet on a side.
Power: Trait
Nimbleness 1d20 60
Drivin':rig 5 50
Dog sized -10%
110 -10%= 99 points.
Sounds right?
Me.