Blaze
Jul 1 2004, 12:59 PM
A thought just occurred to me while writing my next game session in the office (boring day or what?). Milspec armour negates all damage for weapons with a base power (not modified for autofire) lower than their rating. The damage code on the Ruger Thunderbolt is 12S, but that's being fired as a burst- if it were hypothetically fired semi-auto it'd be 9M by the rules. So at what point does milspec become immune to the T-bolt- 9 or 12?
-JH.
shadd4d
Jul 1 2004, 01:15 PM
Take a look at the rules for spells against vehicles. They're in R2, reprinted in SR3, and maybe MitS. They have everything about how ineffective magic is against vehicles.
Don
Phaeton
Jul 1 2004, 01:22 PM
Spells? I think he was talking about the Thunderbolt handgun, shadd4d...
kevyn668
Jul 1 2004, 01:25 PM
QUOTE (shadd4d) |
Take a look at the rules for spells against vehicles. They're in R2, reprinted in SR3, and maybe MitS. They have everything about how ineffective magic is against vehicles.
Don |
No coffee this morning?
@ Blaze: It'd be 9. Just because the gun only fires in burst doesn't alter the base damage. Just like an Uzi III or one of the other SMGs that can't fire SA.
shadd4d
Jul 1 2004, 01:35 PM
Okay. Brain out to lunch here at work at 3:18 GMT+1.
Don
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