Yerameyahu
Jul 3 2010, 12:13 AM
The blowgun, I assume, has explicit rules. So does the dart gun, and the ones in Augmentation (IIRC). You're right: for the blowgun (but perhaps *only* the blowgun), it makes sense.
The problem is a balance between super-good and super-bad.
Saint Sithney
Jul 3 2010, 03:50 AM
Why not base the "must damage" off something which makes sense with the two hit rule?
So, we'll use the armor jacket as a bog-standard jumping off point for figuring a hit and use Gauss Rifle rules for penetration. So, you start with 6 impact, divide by half to three, and then subtract two to get one impact. So, support it with 4 body and you've got 5 dice to resist, which means that two net hits is going to work only some of the time. So, now we adjust the base damage for the pistol to 1. So, now the average armored thug will more often than not be tagged by a two hit dart shot.
It's kind of weird this way because you use Body to resist twice, but when it comes to shaking off the effect of a narcotic, Body seems pretty important.
Yerameyahu
Jul 3 2010, 03:55 AM
So, firearm darts do 1P/-half *then* -2, darts must do at least 1P post-soak to inject? Getting complicated again.
KarmaInferno
Jul 3 2010, 04:08 AM
Wait, darts are impervious to love?
They must be very sad.

QUOTE (sabs @ Jul 2 2010, 12:33 PM)

If I have a Troll:
1 natural armor
FullBody Suit
Chameleon Suit
Orthoskin
PPP system
Gel packs
Why am I suddenly reminded of that episode of Star Trek where Worf gets dressed up in that ridiculous 'stealth suit' to go hide in some caves?
-karma