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RE: [HoE] Re: ripper gun and power armor
Pat Gamblin wrote:
> The first thing my players thought of when I mentioned it's abilities
> (outside of the game, no way will it appear in mine, as of yet) was 'hook
> it up to a BIG spirit battery (at least a 100 point one) and hook it up to
> a remote detonator. At 3 pt.s of energy per charge, it will charge up in
33
> actions (say one action per round, just under three minutes) and, voila,
an
> instant (mightily expensive) 33D20, AP2 tac nuke (will do serious damage
> out to 165 yards, a shade under 500 ft.. Not enough to raze a city or
town,
> but it will vaporize anything short of a Reckoner. That's almost 200
points
> average, if the armour is 2 or less.
How is hooking it up to those things going to prevent it from malfunctioning
on or before the 11th action? Granted you could get up to 11d20 AP2, but
it's still a one-use concept.
--
Ed Murphy <ford@bayside.net>
http://rivendell.fortunecity.com/meridian/309/
"Excuse me while I extinguish myself."