Frontier Space level tech; I'm making some of it up, and just tossing out numbers without specific builds to get us through tonight. I thought it'd be fun to have multiple settings on things... so each weapon is a Multipower Pool
Laser Pistol (1 clip holds 15 charges)
-Standard Mode 2D6 RKA (takes 1 charge)
-High Intensity Mode 2D6 RKA Armor Piercing (takes 2 charges)
Laser Rifle (1 clip holds 30 charges)
-Standard Mode 3D6 RKA (takes 1 charge)
-High Intensity Mode 3d6 RKA Armor Piercing (takes 3 charges)
-Autofire Mode 3D6 RKA Autofire 3 (takes 1 charge per round fired)
Glowy Death Stick (Kahli Blade)
1 1/2D6 HKA; AVAD: Hardened Defenses (Does Body); Force Fields stop completely; Str Min 5(?)
GMs call on whether the Hardened Defenses of "Combat Luck" are lucky enough to help against a GDS.
Now, Damage Adding, pretty easy...
GDS requires a full 3 added Damage Classes to add one Actual Damage Class (i.e. it will take 15 STR, 3 CSLs, or some combination of STR, Maneuvers and Combat Skill Levels adding up to 3 to get the base 1 1/2D6 to 2D6. If the GM is feeling nice and decides to "round" then 5 CSLs (from STR, CSLs, and Manuevers) will get it all the way to 2D6+1 HKA (standard requirement is 6). If you can muster up 9 DCs in added Damage to get add a full 1D6 to the base (a move through with all you've got, downhill, in a hurricane might do it...)
Adding Damage to the Laster Pistol and Rifle - technically Combat Skill Levels can add damage, I don't believe anyone has enough to muster it up though, so I'll figure out the math later and post it for reference.
see how easy that is?



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