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Re: [HoE] Junker/Armor ?
>In a message dated 02/29/2000 1:09:33 PM Eastern Standard Time,
>crow_steve@hotmail.com writes:
>
><< The only real limiting factor seems to be Junk-armor "weight", but the
> Load-carrying rules don't seem to be that harmful or restrictive to make
>up
> for the huge advantages of cheap, cost-effective Junk-armor.
>
> Any comments welcome. >>
>
> Well the main problem is stability. After all you nice new armor could
>just vanish on you. Also you have to check each time the armor is hit and
>that can add up real fast.
> For normal armor, it is not as good but it will only disappear when it
>gets blown away.
>
Well, I mentioned it in an earlier post, but...given the TN of 6, and access
to the Flow Trick, do folks really find Stability (except on the high-end TN
stuff) a significant problem?
Given that a 5-8 result on the Stability chart is actually beneficial to
you, and given that Stability of 21+ helps you get to those numbers (or,
admittedly, the numbers beneath them that do minorly hurt you), it just
hasn't been much of a problem. Given it only takes 60 minutes (tops), and
the aforementioned cost of $132 (with which you could build 5 full-body
suits better than a Kevlar vest), I guess I'm not really seeing the downside
of Stability as a balancing factor in this particular instance.
Granted, having the suit conk out in the middle of combat or head to the
Dustbin is by no stretch a good thing. But given the cost-savings, it seems
well worth the risk...
>O.W. Jones Inventor and Gunsmith
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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