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Re: [HOE] Headbangers & doomsayer's EMP



I BELIEVE that according to the Accumulated Rulings, that if a Doomsayer
EMP's a Combine soldier against a TN of...was it 11 or 13?...then the
headbanger goes off, killing the slob.

So, it'd make sense to use the same rules for any equipment with the same
kind of explosive charges.  Not so good for salvage (unless you have a
Junker), but a nice trick for blowing stuff up.

--Kai Tave


>
>    Howdy, wasters.(jeez, my mind is so game addled I've begun using it's
>tacky slang.) I've got a question- What exactly happens when a Doomie tries
>to emp The boobytraps in Combine equipment? In the game I'm planning on
>running, there's going to be a lot of black hats for the posse to tear
>through, And I'd like to have a contingency plan for when the doomie starts
>trying to deactivate the Boobytraps to use all their guns and cars and
such.
>I would be remiss If I were to allow all their equipment to fall into the
>posse's salvage hungry hands beyond what I've planned for.
>
>Uriah