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RE: [HOE] cyborg armour and contingincies



Actually, while cyborgs DO have to shut down for regular maintenance, the manitou still keeps an eye open, despite being fettered. At the first sign of trouble, the 'tou simply wakes the deader so he can react to the threat. The harrowed Templar in this situation should have immediately woken up and done something when he realized what the cyborg was doing. Cyborgs also inherit this benefit, so they're still covered.

If the cyborg is simply too much of a tank and hurting the campaign, just introduce some cyborgs of your own. No matter how buff the player's char is, there is ALWAYS a bigger NPC cyborg! Armor 6? No problem, the heavy can across the street has a LAPAT in anti-tank mode aimed at 'im. Running away with his cyber legs? Oh, that heavy can also has a Sentinel :) The big guy also has several light cans as back up in case the player gets cocky, of course. Borgs in Dreadnought armor with howitzers are still overkill though..

And as several others already mentioned, there are some serious drain problems if this guy tries to run everything at once. In the middle of a firefight, he's gonna have to pick and choose which systems to use if he wants to keep that shield up. Just conveniently throw in attackers that cover all the bases, and you are sure to put him down one way or the other. And if all else fails, an entire town full of angry ex-Road Warriors with automatic weapons is hard for anybody to fight off, cyborg or not.

Grant Vanderhule