From: | Paolo Marcucci <marcucci@***.TS.ASTRO.IT> |
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Subject: | Too powerful? |
Date: | Mon, 29 Nov 1993 08:47:43 MET |
have you ever considered that there are two over-rated weapons in the
SR2 system? Monofilament whips and Panther cannons. A shot from one
of them and there is no more target.
Ok, while the cannon is _really_ hard to bring back, the mono-whip
have an high concealability (sp?), fits in your pocket, have a +2 reach
and halves armors.
Take this:
Arti is attacked by two Kinight errant with full body armor and AK97.
Rolls a good reaction and start the fight. Jumps between them and use
the whip. Base TN#4 -2 reach +1 by attacking two targets = 3. He rolls
a 12 dice (8 specialization + 4 combat pool) on the first. SNIP! 8 successes.
That takes the damage from 10S to _very_ high. The cop rolls half the
armor and the body against a ridiculous high TN#. The head of the cop
falls down. +2 for attacking the second cop. In the worst of cases, this
one will suffer a 10S wound. If he cannot hit Arti during his turn (+3 TN#
due to the wound) he is dead.
Our GM is thinking about not halving the armor for taking down the
overall power level of the game...
Ramblings, thinkings, bad sleeping?
Paolo
--
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Paolo Marcucci Osservatorio Astronomico di Trieste
marcucci@***.ts.astro.it Via G.B. Tiepolo, 11 - 34134 Trieste, Italy
marcucci@***.trieste.it Ph. +39-40-3199215 Fax: +39-40-309418
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(looking at my last program output) "My God, it's full of bugs!"