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RE: [HOE] re:...Crazy Junker





Hiya,

A lot of people here have mentioned that the crazy Junker should be having
problems finding ammo to feed this monster rifle of his, even with the Ammo
power to manufacture more, but I beg to differ.

Now, as a veteran player who enjoys nothing more than seeing his GM or
Marshal weep as I destroy his carefully crafted adventure, I have looked
very carefully at the Gunsmith power and I can tell you that Junkers have
access to shit that will turn Marshal's white!!

For example, I can provide you with a design for a Junker built rifle which
does 8d8 damage, has a range increment of 50, 48 shot magazine, and which
creates it's own ammunition!!   Admittedly, this design only has a RoF of 2,
but at 8d8 damage, you don't need a lot of shots to hit...   Oh, yeah, I
also forgot, this rifle is Size 4 (about an M60 in size) and it also has
UNLIMITED potential for Armour Piercing shots.

This is all legal, and possible via the rules.   It's horrific.   It's
scary.   But it can be done.   The Target number for this thing?   A measly
NINE!

The solution, easy.   Have someone steal this bad puppy, and start to use it
against the PC's.   Watch how fast they'll move trying to recover the gun,
and then watch the rest of the posse nearly lynch the Junker for a) NOT
making them guns as good!, and b) for losing the one he had in the first
place.

Another point (so nicely raise by my Marshal).   If I (as a character) has
bitchin', kick-ass weapons like this, how long is it going to be before
every scavvie in the local area is wanting to either kill me for the gun, or
kill me for building the gun in the first place?

Another point he raised was that the nature and power of the opponents faced
by the posse would just HAVE to include the awesome weapon of destruction
that I had designed, meaning that the rest of the posse would be in very
deep guano indeed, and that's just their own...

Ashley.