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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/