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RE: : [HOE] cyborg armour



AP Round would easily solve the armour problem, but it's more of a
combination thing.   Let me elaborate.

First things first, if he wants to use the Supernatural Trait he picked up
while Harrowed, he needs to have a power focus for that power.   EACH level
of supernatural trait the cyborg uses, costs 1 point of drain (so if he has
supernatural trait: Spirit at +5, then it'll cost his 5 points of Drain
EVERY ROUND to maintain that level).

Secondly, the arcane shield.   They are very nice toys, but in a real
firefight (with multiple opponents) it is almost guaranteed to drop your
'borg where he stands.   Why?   He has to nominate the Level of Armour
provided by the shield.   In the case of an Arcane shield, that's 3 Drain
per point of Armour.

With the Supernatural Train above, your 'borg is already running at 11
Drain...

His targeting computer costs another point, and if he actually wants to
enjoy the benefits of the comp, he'll need a targeter attached to the weapon
(another point of Drain) or in an eyeball (ditto).

The Dexterity Booster costs another 2 Drain, and only negates the penalty
for using the off hand, IT DOES NOT NEGATE THE PENALTY FOR A SECOND
SHOT/ACTION.

Each Cyber Leg also has a Drain of 1, not to mention rather severe Spirit
loss.   The Cyborg armour also costs Drain, as it is plugged directly into
the 'borg's power systems (via the Hard Points), and costs 3 Drain per
round.

Now, just running his 'constant' systems, this guy would be burning 14 Drain
every round.   This does not include any drain from his Arcane Shield, his
Pace increase, etc.

Now, even with the Spirit of the Manitou (you mentioned 4d12+8?), this only
gives your 'borg 6 available points of Drain left per round.   Too many?
Simple solution, SNIPERS!

How does this work?   A Called shot to the head, and you can give your can a
real good headache, ie the Unfettered Hindrance.   Each level of this
Hindrance (1 to 5) drops the available energy from the Manitou by 1 STEP.
Therefore a couple of shots into the head, and your can is about as
dangerous as a brick wall...

Ashley.

> -----Original Message-----
> From:	Deadlander@aol.com [SMTP:Deadlander@aol.com]
> Sent:	Tuesday, October 24, 2000 4:41 AM
> To:	hoe@gamerz.net
> Subject:	: [HOE]  cyborg armour
> 
> i have in my posse a cyborg, he has the av 6 borg armour. what i need to
> know 
> is what would be the durability rating of this item. i only ask because
> av6 
> is ruining my campaign.
> im after a fair system for both of us, the power armour rules say for
> every 
> wound that goes through lower the av by one, but that really sucks. i
> would 
> prefer a durability like vehicles etc.
> he has an arcane shield ( stops most to all powers from affecting him)
> a targeting system( ignores 6 points of modifiers)
> a system that ignores all offhand shooting modifiers( gives him two gun
> kid 
> basically)
> cyber legs that can add 12 to his pace for each point of drain he uses.
> as you can see he is a one man posse.
> second question does the targeting system negate the penaties for each of
> his 
> attacks or only for one weapon ? 
> third question three- does a sru repair only cyber wear or does it mend
> his 
> normal body aswell?
>                              a frustrated marshall
>                                              deadlander
> 
> 
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