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SaberDance Federated Suns Colonel
Joined: 07-May-2004 00:00 Posts: 837
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Posted: 12-Jul-2004 20:53 Post subject: Hatchet Rules, and would Oafman read this... |
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First order of business:
Can someone explain to me exactly how the damage rules work for a hatchet, sword, or claws. (for example, what is the difference between a hatchet and a club?)
Second order of business, while I'm in here:
Oafman, can I steal your Samurai design, downgrade it to something available in 3030, and use it as the personal mech of the bad-guy in a campaign I'm starting?
Matthew "Saberdance" Howell
_________________ "Politics is the Art of looking for trouble, finding it everywhere, misdiagnosing the problem, and applying the wrong solution."
-Groucho Marx
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Pasquill Draconis Combine Heishi
Joined: 29-Jun-2004 00:00 Posts: 14
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Posted: 12-Jul-2004 21:17 Post subject: RE: Hatchet Rules, and would Oafman read this... |
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Quote:
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On 2004-07-12 20:53, SaberDance wrote:
First order of business:
Can someone explain to me exactly how the damage rules work for a hatchet, sword, or claws. (for example, what is the difference between a hatchet and a club?)
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The damage for clubs and hatchets are the same. 1 point of damage for every 5 tons. the advantage of the hatchet is that i can be used in 1 hand unlike a club/leg/tree.
Swords are lighter than hatchets but do less damage (dont know the exact amount).
_________________ They us to call me the "Mick Jagermech"
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Shadowking Kell Hounds Captain
Joined: 22-May-2002 00:00 Posts: 365 Location: United States
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Posted: 13-Jul-2004 01:28 Post subject: RE: Hatchet Rules, and would Oafman read this... |
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Clubs are usually 2 handed weapons and are carried like cargo and thus disallow torso weapons from firing while they are being carried. Where as the Hatchet is 1 handed and allow all weapons to fire.
Swords are lighter and thus do slightly less damage than clubs/hatchets but also allow a better change of hitting. And if you're using Solaris skills, you can also use a sword to block attacks as well
Then of course are claws and maces if you're using lvl 3 tech.
Maces are heavier than hatchets and but do 2x the damage of a hatchet/club, however they are harder to hit with and allow for a chance of falling if you miss.
Claws work like Hatchets except that once you hit your target, you're basicly attached to them until you let go or they make you let go.
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Oafman Draconis Combine Tai-sho
Joined: 18-Nov-2003 00:00 Posts: 1657 Location: United States
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Posted: 13-Jul-2004 08:46 Post subject: RE: Hatchet Rules, and would Oafman read this... |
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Go ahead, That is why I posted it here. Just make sure that after you have made the 3030 version to post it here so that I can get a look at it. I am curious to see what you come up with.
_________________ Festina Lente!
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SaberDance Federated Suns Colonel
Joined: 07-May-2004 00:00 Posts: 837
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Posted: 13-Jul-2004 22:30 Post subject: RE: Hatchet Rules, and would Oafman read this... |
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Thanks, and I'll post the 3030 version as soon as practicable.
It may not be until December, so I can include the fluff text of the villain's untimely demise (or is it really his demise? maybe he ejects. Or maybe my players will severly disapoint me by dieing instead of killing him).
_________________ "Politics is the Art of looking for trouble, finding it everywhere, misdiagnosing the problem, and applying the wrong solution."
-Groucho Marx
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Oafman Draconis Combine Tai-sho
Joined: 18-Nov-2003 00:00 Posts: 1657 Location: United States
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Posted: 14-Jul-2004 09:26 Post subject: RE: Hatchet Rules, and would Oafman read this... |
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Gee thanks for making my mech into the villain.
Looking at your affiliation though I understand. If you would like I could attempt to create an old tech version of it. (by hand of course, since my computer is dead at home)
_________________ Festina Lente!
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SaberDance Federated Suns Colonel
Joined: 07-May-2004 00:00 Posts: 837
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Posted: 14-Jul-2004 12:01 Post subject: RE: Hatchet Rules, and would Oafman read this... |
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Thanks for the offer, but I think I can do it. It will also be good for me to match character to mech.
And he's not the villain because I'm Davion, he has a long standing fued with one of the players (and if none of the players want a family fued, I'll have to concoct one in the first month of play). To make matters worse, he's from the old cadre of Kurita nobles, and the players are "merit" hires from Theodore's early expiriments in professionalising the DCMS.
The villain is Kurita, same as the players, and he wants to prevent the players from becoming a great mech lance that could threaten his place in the military. To that end, he is putting the resources of his household, secretly, behind the scenes, to sabotaging the players.
I haven't worked out all the details yet. Their in a giant planetary assault, so there will be many villains (including an FC villain, and maybe even a mercenary unit. I'm thinking Natasha Kerensky, but maybe just some run-of-the-mill members of the Wolf's Dragoons).
_________________ "Politics is the Art of looking for trouble, finding it everywhere, misdiagnosing the problem, and applying the wrong solution."
-Groucho Marx
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Oafman Draconis Combine Tai-sho
Joined: 18-Nov-2003 00:00 Posts: 1657 Location: United States
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Posted: 14-Jul-2004 14:16 Post subject: RE: Hatchet Rules, and would Oafman read this... |
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I guess I should be honored that you chose the Samurai mech for your arch enemy dude. That sword plus all those srms and lasers can be evil in close combat. Even without the TSM.
_________________ Festina Lente!
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