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Re: [HoE] Familiars & Junkers & blowing 'em up
Rick wrote:
> 1) How does a familiar take damage? It has a durability rating but its size
> is expressed as relating to people, not vehicles. Should it take damage as a
> vehicle does? (Meaning small arms do little or no damage, and explosives do
> only light damage outside it's first blast radius, as per Road Warriors.) Or
> should it take massive damage as a person-sized target does?
>
I'd say it would take damage like a vehicle. I couldn't find anything
to the contrary in the rules, and it "seems" to make sense. After all,
a mechanical critter should (IMHO) be hardier than fleshy one, armored
or not (we're looking at a five compared to a three point edge). BUT -
this begs the same question regarding other Junker devices. What if a
junker's monster gun took a hit because of a called shot with "small
arms" fire? Would it also therefore take damage like a vehicle in
regard to its durability? Is this really how its supposed to work?
Should there be some sort of size modifier here? Any thoughts? Is
something being overlooked?
> 2) Should the Junker be allowed to spend chips on a 1-for-1 basis to prevent
> wounds/damage? Or does he have to spend 2-for-1 as usual like when giving
> chips to other posse members?
>
I'd say this falls into the same realm as a side-kick or animal
companion. They aren't "exactly" NPC's, and they don't normally receive
their own chips. Since they are basically under the control of the
player, I allow them to spend chips for them on a 1-to-1 basis. But
that's just me.
Matt Steflik
Master of Wahoo
Gimme Shelter - http://www.geocities.com/grifflik/