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Re: [HOE] Doomies and EMP



> Not to sound arsey, Nuke is now only 3d12, it is no way near effective
> as it used to be, but then again, producing a NUKE is not meant to be
> that effective(oh and please no replys about nukes, game effects,
> there capbabilities, this is not as powerfull as a real nuke. I know
> that.) so when you come against aload of automatons, blak hats and
> every other nut case associated with the combine, please dont say nuke
> is the best thing to use, trust me i have tried, they dont all tend to
> be bunched up close to each other so you can get them all in the area
> effect (could always ask nicely though and make a persuasion roll and
> see if they would) as it aint going to happen.

Actually it is still really good (yeah, I know, you didn't want any
replies about nuke, but you might be doing it wrong).

Remember that it's 3d12 x 1d6 locations. So in fairness if you are using
it on scrubs (and your marshal is using hit points for them instead of
wounds) then if you roll middle of the road average thats:

6+7+6 x 4 = 76 HP of damage. That'll fry anyone caught in the blast. Let's
be fair, the doomie is burning 5 strain and sticking his head out for two
actions to do this thing. Although with sleaved cards that's not a big
deal. Maybe it should be 3 actions or a round...

Theo McGuckin - SysAdmin, JLab


	"I am not in, from, nor have I ever been to, Idaho!"