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Re: [HOE] Help With Crazy Junker



>Okay, so I'm running a campaign right now, and one of my players is a
>Junker.  He has a Gun Browser and he's designed a gun that does 5d8 damage,
>RoF 15, Range Increment of 50 yards (I think), and it holds 48 shots.  He's
>also put a recoil compensator on it so that every burst after the first are
>fired at no penalty.  He doesn't use a tripod or anything, he just holds 
>the
>gun.  So he fires 15 rounds per action at multiple targets with no penalty.
>
>I don't know anything about Junker rules.  Is this gun possible?  Because
>it's making my life miserable.
>

Well, first suggestion is that you probably shouldn't allow Junkers if you 
don't know anything about the Junker rules.  :) Have the player walk you 
through the rules and show how he created the gun if you're not familiar 
with the rules, or borrow the Junker book from him and go over it yourself.

I believe it's possible, and recoil compensators exist in the game already 
so although I don't have the book with me right off hand, it certainly seems 
possible a Junker could make one, and that the Junker rules have a provision 
to do so.

If you're not familiar with the Junker rules, the first thing to keep in 
mind is did he check for backlash (or whatever it's called) when he made the 
thing?  Or is it his starting piece of equipment?  If the latter, there is a 
maximum difficulty (although it sounds like the gun is "legal" based on Size 
+ TN).  You might want to check that.

If he built it from scratch rather than starting with it, there is a 
card-pulling involved to see if it blows up in his face or whatever, and you 
the Marshal should probably make the check, or at least witness it and make 
sure he did it legally.  I believe since a Gun Spirit is involved, the 
chance is a bit higher.  Or there's another chance to see if he picks up Gun 
Spirit "Taint", or something like that.

You should also witness the roll he made to build the thing, since the 
chance of the gun having something go "kablooey" each day, or use, or 
whatever (i.e., Stability), starts at...16? and may have been modified by 
his die roll to build.  In fact, stability should be an issue even if he 
started with it.

The third thing is to ask...where is he getting the ammo for this?  I don't 
recall if 5d8 is a "standard" caliber.  If it is, he has to be getting those 
bullets (15 per action! - how many actions per battle) somewhere.  Don't let 
him get so many.

If he's building the Ammo using the Junker power, see 1 and 2 above.  There 
should be checks for backlash, taint, and stability on that as well.  I'm 
not sure how much ammo you're letting him start with, but sounds like he's 
going through it pretty fast.

Plus he will need the structural and chemical components to build this 
stuff.  Chemical components ain't easy to find, and they're not too cheap to 
buy (even in Junkyard).

Really, it's hard to tell because the main factor is how much familiarity 
you have with the Junker rules.  Borrow it from your player (since he 
apparently has a copy), and concentrate on the 10 or so pages that cover 
building Junker devices, building Guns, and building Ammo.

Hope that helps.  Without more details it's a little hard to give useful 
advice.

>Russ
>
>
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---

Steve Crow

"Logic merely enables one to be wrong with authority."

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

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