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Re: [HOE] Doomies and EMP



> << the chips in individual soliders and small arms are considered
>  military computers (TN 11). Combine vehicles and large, crew-served weapons
>  have more shielding, requiring a TN of 13 to short. [John Hopler, HoE
>  listserv, 6/14/99] >>
> 
> Where is the FUN in that?  This implies that Throckmorotn gives a flying fart 
> about his troops.  He dont!  I gave the headbanger chips 1 strain and a tn of 
> 5 to hit, and if the equipment got EMP'd, it was usable for the one hour that 
> emp lasts.  
>     Automatons are the tn 11 in the book, but to say combine chips are as 
> shielded as Automatons, and to say their jeeps are as hard to EMP as 
> hovertanks?  Combiners should be expendable, easily killable by any means.  
>     I don't care if Hopler made the call, the call isn't any fun.  And it's 
> more FUN for the players to make them combiners easy kills, and easier kills 
> if they get creative. 

No, creative is setting a trap, or making them shoot each other in a
cross-fire or getting a town to overwhelm them. Creative is NOT (IMHO)
using yet ANOTHER doomsayer power to kill things (talk about your one
trick ponies!)
I've always seen the black hats as a force to be feared. They have
numbers, equipment (that can't be used by anyone else) and just enough
skill to be dangerous. Plus automatons and raptors and what not. 
People all over the wasted west fear these guys and give up half their
crops just to not get blown-away by them. To make them REALLY easy to kill
just takes away from their danger-factor. Throckmorton's army becomes a
joke, not something to be feared and respected.
Of course, it's you campaign, so do what you and the players like.

Theo McGuckin - SysAdmin, JLab


	"A brave man loves the feel of nature on face."
	"But a wise man knows when to come in out of the rain!"