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Re: [HOE] Headbangers & doomsayer's EMP



Firstly:

One Strain per Black Hat?  Huh?

If the TN is 11, that means you're paying 4 Strain for each EMP.  That's
only one shy of a Nuke.  Not exactly "abusive" given that the average
beginning Doomsayer with a d12 in Vigor can cast exactly three TN 11 EMP's
before he has to go rest (only TWO EMP's against Automatons, since those are
TN 13).  If you're going for quantity, Nuke, MIRV, or ICBM still win.  EMP
is for finesse (as in "Kill the Black Hat, but please don't collapse the
tunnel around us again.").

Secondly:

Um...  I'm not a "she", guys.

--The Emphatically Male Kai Tave



>It's 11 to blow it up. Even on 5d12, the odds aren't great (Mark?)
>Then again, nothing says that headbangers and such go off right away.
>Maybe headbanges beep for three seconds "you really don't want to play
>with me! Put me down RIGHT NOW!!!"
>
>That way the doomie can still pop heads (one strain per Black Hat? Crunch
>all you want, we'll make more) but not get the advantage of their guns. It
>makes sense that Throck would NOT allow the guns to be taken by doomies.
>
>Theo McGuckin - SysAdmin, JLab
>
>   Reason #173 to fear technology...
>
>           o      o     o    o     o    <o     <o>    o>    o
>          .|.    \|.   \|/   //    X     \      |    <|    <|>
>           /\     >\   /<    >\   /<     >\    /<     >\   /<
>
> Mr. Asciihead learns the Macarena."