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Re: : [HOE] cyborg armour
> 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...
All of Ashley's ideas are really good...for a sniper, gotta recommend a
berserk Syker with a TSAR rifle...basically he spends an action drawing a
bead, and then spends a point of Strain, and does 5d10 damage to the head,
+2 bonus dice for the head shot. Make the rounds as AP as your want. It
even goes around corners, etc. The only way out of it is that it takes a (i
think) TN 13 Dodge to get away from it. Place the posse in a huge, dark
warehouse with catwalks going around the whole thing about 40 feet off the
ground. Place the Syker in an upstairs warehouse, with Predator activated
(+6 to Sneak), and just have him go to town on the Cyborg...watch the guy
start crying. And don't worry about the posse getting their hands on the
thing when he's done, only Sykers can use it's auto headshot properties.
PS: Marshalls...do not let your players become walking tanks. It makes
everything suck for everyone.
Russ