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Voin wrote:Maraxous wrote:I don't know if I have over looked it or what, but my question is can I use SN dice to add knock back? Like could you add 1d6 knock back to your ball bat, or throw guys around like Sauron in LOTR?
Yup, you just apply Movement aspect: Thrust inches
Thrust: apply (Die) inches of Thrust to object
So (if I'm calculating this right - someone who has more experience with SN dice can correct me), a Baseball Bat of Mighty Slugging with a d6 bought in to represent its Supernatural cliche could add, as you said, 1d6" of Thrust to a struck target (making them take additional collision damage if they fly ≥4"), but keep in mind, the UR on said Baseball Bat would be +1 (for a total of 4, assuming you started with Heavy Weapon stats), effectively the same as the -1 penalty to Skill rolls per SN dice used.
Maraxous wrote:Is there an option for melee fighters similar to marksman? Or can you get a specialist in "sword swinging." I liked close combat master in the old rules, is there anything like it now?
Maraxous wrote:Is there an option for melee fighters similar to marksman? Or can you get a specialist in "sword swinging." I liked close combat master in the old rules, is there anything like it now?
Natalya wrote:Wtf is going on in this thread?
StarshipH wrote:Can a unit like this work?
Natalya wrote:Wtf is going on in this thread?
StarshipH wrote:6: Can Weapon Modifications work with Rockets?
StarshipH wrote:7: If so, how does Safety interact with said rockets? Do they need to spend a turn arming? If so, do I have to declare a target like acquiring a target lock, or is it target unspecific, like arming a warhead?
StarshipH wrote:8: Say I have a Size 2" AntiAir Missile Defense Turret armed with 4x Anti Dropship Missiles:
2" Rockets (Long Range+High Powered/2x Safety). How does the process of firing one of these rockets go? Does readying a weapon with Safety require an action? Does it cost power?
StarshipH wrote:9: Said Anti-Dropship Missiles are designed to royally shred the occupants of a loaded dropship or other transport vehicle by introducing them to a spray of explosive warheads.
StarshipH wrote:9: Each target hit by the blast is hit by an Explosion that deals 1d10 damage to everything within 2” and produces 1” of Knock Back from their previous position (the center of the explosion).
Against a crowded cargo hold of six lightly armored paratroopers, the resulting mess after all six explosions can only be described as “disturbingly slimy”.
StarshipH wrote:11: How does Divert All Power apply to an oversized weapon that has a readying time because of Safety?
StarshipH wrote:12: When resolving damage from a blast, such as those produced by a d8, is the damage die rolled once and applied to each target or separately? If separately, how do you know when the "damage from the d8s is reduced to zero"? (Chapter 8: Alternative Damage Effects)
Natalya wrote:Wtf is going on in this thread?
stubby wrote:Acquiring target lock would be handled through a Tracking specialty copied over from the Scout.
stubby wrote:I'm still not sure about the best way to combine Blast and Explosive effects; I keep going back and forth on it. But right now I'm thinking I need to come up with a simpler answer that's closer to the way combining Blast and Blast effects or combining Explosive and Explosive effects works (i.e., a second die of Blast damage doesn't cause a whole new Blast on every target the first Blast die hits, and a second die of Explosion damage doesn't cause a new Explosion on every target the first Explosion die hits; they just make the original Blasts and Explosions one size bigger).
StarshipH wrote:6. Do weapons with an arming time due to Safety have to spend their turns consecutively? Once I've spent a turn arming a missile, can I hold the charge and wait to fire the missile on a later turn?
SynchingShip wrote:stubby wrote:Acquiring target lock would be handled through a Tracking specialty copied over from the Scout.
How would that work? Does every individual missile need a mind (which would get expensive unless they're respawning cannon rounds), or just a guidance relay on w/e is launching them?
SynchingShip wrote:Why not simply say the explosion originates at the centerpoint of where the blast arc runs out? ¯\_(ツ)_/¯
Natalya wrote:Wtf is going on in this thread?
giggetydilanski wrote:Basically, can armour be layered with 'air gaps' to require multiple penetrations?
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