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Re: [HOE] Junkman stuff
>
>To give you a 'fer instance,' would it be possible for a Junkman to build a
>EMP gun--something that shoots out a pulse to disrupt electronics, & can do
>so repetitively? Be a great thing to have against cyborgs & automatons....
>
>I actually tried to do this, and still wish I could. The problem is that
>when constructing energy weapons, you really only have two options for
>damage: Wind or wounding damage. Machines don't have Wind, and anything
>that could damage them would damage people too. The closest workaround
>I've
>come up with is creating an energy weapon with a major side-effect of not
>affecting anything but mechanical devices. The problem is it still just
>causes whatever it hits DAMAGE rather than stunning it/shorting it out. I
>think I might give this a shot as an entirely new Junker power later.
>
If I were a junker, and dead set on building an EMP gun, heres what I would
do: design a weapon using the rules for wind damage, and then treat it like
all the other EMP weapons in the rules (the cyborgs' lighting cannons, and
the shock attack of Combine Gremlins are what come to mind). Basically,
each time a computer or what have you is hit, it has to take a stun test,
with a TN equal to the damage caused. I realize that this makes this EMP
gun only good against things with vigor traits, and therefore useless for
blowing the spark plugs in some guys car, but hey, you can still fry
automatons and cyborgs, and isn't that the important thing?
On a related note, I think the inablity to damage organics would be a minor
side effect, not a major one. It is certainly inconvenient, but not life
threatening, especially when you can just build another gun for killing
regular folks.
My two cents
Joe Kacz
As always, pardon my spelling
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