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Re: [HOE] {shane} junker w/ powered armor questions



Shane big idiot when it comes to Junkers/power armor. Me play simple savage.

Me forward fancy email thingie to PEGTeller so he can answer.

Him smart.

Shane smash.

;)

In a message dated 5/22/2002 10:10:57 PM Eastern Daylight Time, james4514@msn.com writes:


First I apologize for the length of this but for me these questions are a life and death(well pc life) thing
1) In Denver on pg 56 it says a suit hooked up to a power grid gains 2 pts a minute. From this paragraph I'm assuming that a regular household current like you'd use on a lamp would work. or would I have to tap the MAIN lines leading in the house?
2) If I build a size 2 generator with the GENERATOR power how does it work with my suit
  a) 2 pts per minutes
b) a point per minute equal to the drain per hour
c) something else

3) I built an A.I into the suit and I was allowed to hook it into the sensor systemwith COMMO but can the A.I move the suit on it's own with say a 2d6 in the physical stats or do I still need the AGILITY power?
4) how many slots is in a mount on a powered suit is it five like cyborgs or more like 16 since I don't have to mess with the squishy bits?
5) does an AI need storage from the BRAINS power to keep knowledge based skills or juts the power itself as it already has memory?
6) DO Junker built spirit fetters, soul  siphons(From the iron oasis cybernetics section), spirit batteries, and slugs suffer from instability and backlash?

OK ths isn't relevant to the above but I've been itching to ask them since I read waste warriors and brainburners
1) WHY haven't we seen any stats for warwalker or assault striders? Are they just too powerful or are you saving them for another book?
2) Does doing all that to my suit make me munchkin or inventive? :)