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Re: [HoE] Just a few questions
>Well, I finally got around to running my first HoE game last night. I'm
>running the Apocalyps Now! story from the Radiation Screen. I had a few
>wuestions based last nights encounters and just wanted a little help.
>
>I have a question about vehicle damage. Is it calculated like wounds? By
>dividing the damage by a particular size rating or some other way.
>
>And two, on the Doomsayer power Nuke, is the blast radius 10 yards per d20
>of
>damage? The Doomsayer, Clyde, was nuking the Black Hats at one hundred
>yards
>out and rolled a 38! Needless to say he got the TN of 15 with 4 raises.
>7d20 damage at ground zero with it spreading out a total of 70 yards
>getting
>less with each 10 yards. Did I do this right? He nailed almost all of the
>Black Hats with that one.
>
Well, you did it wrong, but I don't think you're going to like (or maybe you
will :) how you messed up.
The TN used to determine damage is based on the TN of the miracle, not the
TN you needed to hit adjusted for raise modifiers.
So the base Miracle TN is 5. Which means with a roll of 38, you actually
got 7 raises not 4. You should have done...10d10 (again, 3d20 + 1d10/raise)
damage.
So that works out to a 100 meter burst radius. Your Doomsayer would take a
d20 of damage, being 100 meters out.
I've found it useful (and a lot quicker) to roll starting on the furthest
signal out. So if you've got three targets at 60 yards, 2 targets at 20
yards, and 5 targets at ground zero, roll the 1d20 for your doomsayer. Then
roll 3 more d20s for the 60 yard, add that to the first d20, and compute the
damage. Then roll 4 more d20s, add that to the last generated damage total,
and apply that to the second group at 20 yards. Keep that total, then roll
and add 2 more d20s worth of damage for the ground zero bunch.
Hope that helps.
>Thanks,
>Dave "So that's what Nuke can do." Koehr
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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