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Re: [HoE] The munchkin cumeth



What no Armor, Durability, Size, Load Limit, etc. Put the finishing touches on it and I'll definitely have a use for it. Watch out Meph!
 
Christopher Merrill
-----Original Message-----
From: Thomas Gill <gill2158@efortress.com>
To: hoe-digest@gamerz.net <hoe-digest@gamerz.net>
Date: Saturday, April 24, 1999 5:56 PM
Subject: [HoE] The munchkin cumeth

Mwahahahahaha they said it couldn't be done but I proved them wrong I proved them all wrong.  The proof is right here with these blueprintsI will rule the world mwahahahahahaha.
 
                                                       Gerald the Junker
                                                posthumously attributed
 
It's done what started as a trial run of the junker rules and systems has become a fullblown munchkin powerfest (well almost fullblown munchkin powerfest there's actually rhyme and reason to this gizmo and somewhat feassible in the hands of a group of obsessed npc otaku junkers).  I give you the munchkin-mobile.
Standing 50 ft tall, this gizmo is a monument of every junkers wet dream.  This little bastard stepped right of the pages of the battletech universe.  Depending on who's in the driving seat it can be a powerful weapon for or against the reckoners.
The Main Body
    Str 3d20                           Final cost:2850
    Vig 4d20                           Pace: 80 mph
    Quick 3d10                       Structual:251 
    Nim 2d6                           Mechanical:251
    Deft 2d12                          Electronic:164
    Cog 1d10                           Drain:28 GR/day
        Shootin:Laser 5
        Fightin:Fist 5
        Drivin:Self 5
        Scrutinize 5
Sensor package
      Radar:4d12                      Structual:15
       Active                             Mechanical:30
      ECCM +8                         Electronic:76
      Range 500 yds                  Drain:15 GR/hour
Weapons
       Fist x2
       Damage:4d12                 Structual:7(each)
       AP 4                              Mechanical:6(each)
       Speed 3                          Electronic3(each)
       Drain:3 GR/round
       Laser x2
       Damage:2d20              Range:20      
        AP:5                          Burst 5              Drain:4/round
       Speed:2                       Structual:8
       Mechanical:8               Electronic:4
Notes: The ECCM trait adds its rating to the final opposed roll for ECM for 10% per level. 
 
Thom"Dont flame me this is largely a joke and a little part story idea when your posse gets too big for its britches"Gill