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Re: [HOE] Headbangers & doomsayer's EMP
> I BELIEVE that according to the Accumulated Rulings, that if a Doomsayer
> EMP's a Combine soldier against a TN of...was it 11 or 13?...then the
> headbanger goes off, killing the slob.
>
> So, it'd make sense to use the same rules for any equipment with the same
> kind of explosive charges. Not so good for salvage (unless you have a
> Junker), but a nice trick for blowing stuff up.
>
> --Kai Tave
She's right, although the rule about the things exploding was stated
specifically for the Headbanger chips, and I think the reason that rule was
made was because...well, let's face it, that's freakin badass. BUT, I think
being able to detonate any piece of booby-trapped Combine equipment with the
EMP makes it just a little too powerful, because your doomie (if he's any
good) will be tearing through Automatons like butter. I'd say it's your
call, but the headbanger chips always blow up. And, with regards to the TN,
the original ruling said it counted as shielded military electronics, so
check the Doomie book for the TN for that.
Russ
> >
> > 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
>
>
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