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Re: [HoE] Shotgun Ammo
Is reliability from the Wierd West game? I do not own any Pinnacle game
but HoE so I am not familiar with this. How does it work?
On Fri, 9 Oct 1998 18:20:58 -0300 copernicus@brunnet.net (Pat Gamblin)
writes:
>>1) Dragonsbreath - basically a 10 foot gout of flame - I would say
>3d6>>damage and if the target takes a wound they catch fire (2d6 damage
>til>>the chems burn out, about 2 rounds) Get REALLY creative with the
>busts>>on this one ;) Also REALLY bad on the weapon they are being
fired
>out of
>
>I'd say they only catch fire if they take a wound. And maybe every
>time>they are fired, they lose 1 level of reliability (down to a min
>Reliability>of 15?).
>
>>2) Rhino Balls - 6 feet of piano wire strung between two lead
>weights ->>I have personally seen one of these cut a 10 inch diameter
dead tree
>in>>half - I would say -2 accuracy and 4d6 damage - if the round hits an
>>extremity (head, arm, or leg) and does even one wound then the
>extremity>>takes an automatic second wound -maiming effects ALWAYS sever
>
>This sounds cool. But maybe a reliability of 19 just in case something
>goes>wrong with the round itself (as opposed to a firing blunder).
>
>>4) Flechette Rounds - fires a pattern of needles - I've never been
>able>>to get my mitts on any of these but they just sound mean - +2
>accuracy>>and one die less of damage but hard armor is treated as one
level
>less>>and soft armor is ignored
>
>Maybe just make that AP1. That should ignore most soft armours in the
>book.>By the way, how does AP work vs the new armour type (that takes
away
>from>the damage done instead of lowering the die type).
>
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