Results 1 to 2 of 2

Thread: Boostable Charges

  1. #1
    Join Date
    Feb 2003
    Location
    In-diana
    Age
    42
    Posts
    273
    Rep Power
    10769

    Boostable Charges

    First off, just to make sure I'm not completely off-base:
    A character buys a 10d6 EB with 10 boostable charges. To fire one shot, he spends a charge. If he spends 5 charges, he can do 14d6 damage with his EB (+4d6 for the extra 20 active points from the extra charges).

    A character buys a 10d6 EB with armor piercing (+1/2) and 10 boostable charges. If he spends 5 charges, he gets 20 extra active points in his attack, but since the attack has armor piercing, he does 12.5d6 AP damage with his EB. (2.5d6 costs 13 points, +6 for AP. This assumes half-dice are allowable, and cost 3 base points.)

    Now the question: if a character buys a 10d6 EB with 30 boostable charges (+1/2), and uses 5 charges, does he do 12.5d6 damage, or 14d6 damage? Does he need to account for the charges advantage in the active points gained from boostable charges?

    The more I think about it, the more unsure I am as to what the answer should be. I think I believe the answer is 'yes'; that he does 12.5d6 damage.

  2. #2
    Steve Long's Avatar
    Steve Long is offline Decuple Millennial Master Administrator
    Obsessed Member
    Join Date
    Feb 2003
    Location
    Greensboro, NC
    Age
    46
    Posts
    15,108
    Blog Entries
    21
    Rep Power
    913084
    First off, just to make sure I'm not completely off-base:
    A character buys a 10d6 EB with 10 boostable charges. To fire one shot, he spends a charge. If he spends 5 charges, he can do 14d6 damage with his EB (+4d6 for the extra 20 active points from the extra charges).
    Each extra Charge spent adds +1d6, correct.

    A character buys a 10d6 EB with armor piercing (+1/2) and 10 boostable charges. If he spends 5 charges, he gets 20 extra active points in his attack, but since the attack has armor piercing, he does 12.5d6 AP damage with his EB. (2.5d6 costs 13 points, +6 for AP. This assumes half-dice are allowable, and cost 3 base points.)
    OK, for an EB AP, it takes 7.5 points to add 1d6, so each 1d6 of damage equals 1.5 DCs -- thus, each 3 DCs adds +2d6. So by spending +3 Charges, the character can do 12d6 damage. The remaining 1 DC could theoretically get another two-thirds of a die, but I'll leave it up to the GM to decide whether to allow the character to go up to 12.5d6 or make him stick with 12d6.

    Now the question: if a character buys a 10d6 EB with 30 boostable charges (+1/2), and uses 5 charges, does he do 12.5d6 damage, or 14d6 damage? Does he need to account for the charges advantage in the active points gained from boostable charges?
    Yes, he needs to account for the Charges Advantage. The GM is of course free to rule otherwise if he feels it would be appropriate to do so.
    Steve Long
    Young Curmudgeon

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Magic Items go here!!
    By Xandarr in forum Fantasy Hero
    Replies: 83
    Last Post: May 13th, '12, 03:24 AM
  2. Boostable Charges Question
    By moquif in forum HERO System 6th Edition Rules Questions
    Replies: 1
    Last Post: Apr 22nd, '03, 02:25 AM
  3. Gem/Focus Magic System
    By C_Zeree in forum Fantasy Hero
    Replies: 84
    Last Post: Apr 10th, '03, 03:28 PM
  4. Gadgets Wanted
    By wraith in forum Champions
    Replies: 13
    Last Post: Mar 7th, '03, 08:02 AM
  5. Boostable Charges Costing Endurance
    By Dynamo in forum HERO System 6th Edition Rules Questions
    Replies: 1
    Last Post: Feb 12th, '03, 03:22 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •