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RE: [HOE] Headbangers & doomsayer's EMP
> Howdy, wasters.(jeez, my mind is so game addled I've begun using it's
> tacky slang.) I've got a question- What exactly happens when a
> Doomie tries
> to emp The boobytraps in Combine equipment? In the game I'm planning on
> running, there's going to be a lot of black hats for the posse to tear
> through, And I'd like to have a contingency plan for when the
> doomie starts
> trying to deactivate the Boobytraps to use all their guns and
> cars and such.
> I would be remiss If I were to allow all their equipment to fall into the
> posse's salvage hungry hands beyond what I've planned for.
>
> Uriah
Well as I remember it EMP only knocks things out for a short time, though
could be wrong. So I'd assign a random amount of time, and then the chips
activate and KABLOOM! some people are missing hands, spines, heads, whatever
you've got. Oh and just in case they try anything cute, like deactivating
the chips while the things don't work. We all know that any self respecting
evil military genius would have a back up activator, like the explosive goes
off on the opening of the weapon. A simple statement to the Junker of "As
you open up the handle of the gun you here a click and notice a wire has
disconnected from the gun frame. At this point the gun explodes rending your
arm from your body, and sending it flying into the Doomsayer's (oh it was
always gonna be the Doomsayer, no-one ever gets one over on a Marshall, roll
random location) head (then make up the result) causing him 2d6 damage and a
big red stain."
That should just about cover you, well it would in my games :)
David