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[HOE] More Questions [PEG]
Well, I got yet MORE questions for the great PEG-Heads (Are they Square pegs
in Round holes?).
OK, that wasn't one... As usual, I shall "Pay" for the answers. Last time,
it was with three relics. This time, A BRAND NEW GUN!!! OK, it's really an
old gun... But you get the idea...
Anywho, on with the questions:
1. Is there some cybernetic requirement needed for a Cyborg to use a Dixie
Arms M-2011A (Page #107, Cyborgs)? (In other words, can a regular,
ordinary, everyday Deader use one with any problems?).
2. Are there revolver versions of the M-2011A? It is stated that there are
various versions that are basically the same gun with different names (And
designs), and I can see where a Texas Ranger Can would like his hands on a
set of nice *BIG* Hoglegs!
3. What would the Ground Vechicle Load Point (From "Road Warriors") be for
the Colt M-22 Reaver 10mm Rifle (Page #106, Cyborgs)? How about the
Sentinel?
4. We all know that the Iron Oasis (Junkyard, if you forgot) is the only
place left mass producing ammo (Denver doesn't count!), but, are they
equipped to make Depleted Uranium rounds (Such as the rounds found in the
Colt M-22 Reaver and the SA XM-60 (Page #18, Wasted West)), or is the only
place to get them is off the dead?
5. (How do I put this without having "There may be KIDS here!!!" yelled at
me? AH! Star Trek!!!): Does the Infiltrator Package come with something
that makes the Male Cybernetic Deader "Fully Functional"? I know they'll be
shootin' blanks ('Less there's some Cloning around that's goin' on!), but
that might have been a way that Cults were able to figure out if there's a
Deader in their midst.
6. When are the advanced "High Noon" rules going to come out for the
vehicular miniatures? As well, what are the stats on the ATVs, Alexander
9000, Ambulance, and Firetruck? Were they released, or did you just include
them in "Road Wars" 'cause they looked cool? (As well, one complaint that
my group is going to make... Not enough Full-Sized Pick-ups. I know
they're going to complain, so I'll show their displeasure right now. It's
not my displeasure, so don't yell at me. I'm just the messenger.).
7. When a Junker is making a non-powered weapon using Weaponsmith (Page
#98, Junkman Cometh), does he have to use Electronic Components, or are they
also just for Powered Weapons (Like the Mechanical Components)?
8. With the Spirit Weapon power (Page #93, Junkman Cometh), it says that
someone using the power to infuse a spiritual energy into a device requires
fewer components... But it doesn't explain WHICH components are fewer...
Are the Electronic Components not used?
9. Does the Utility Pack (Page #105, Cyborgs) "Auto-Feed" the ammo stored
within it, or does it require some kind of belt system? (Eg. Would a Can
with a Utility Pack which is feeding a M2HB require one of the 100-round
disintigrating belts to feed the ammo in, or is it part of the pack?).
10. What kind of damage does a SA XM-60 do to a vechicle? Yes, yes... I
know... The round is less than .50 Rifle, so it'll probably do Small Arms
Damage, but, maybe because of its "Tremendous Penetrating Powers", it might
do more, or is the only advantage its armor piercing ability?
11. About how much would you say the SAW belts cost? And, what is required
to manufacture them (In other words, can a settlement manufacture them)?
12. I see Molotov Cocktails mentioned in the "Sky Pirate" template in The
Wasted West (Page #39), but what would you say the effect of using Spook
Juice as Molotov Cocktails be? Scars that form into screaming skulls?
Possible Ghost Rock Fever?
13. What kind of drugs do you guys go on to think up stuff like this? (Ya,
I know... Stupid question... I really couldn't think of a 13th question,
and it seemed like it would be... Appropriate.).
Ray, he who asks WAY too many questions, but at least pays for 'em.
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