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The White Knight defense


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Re: The White Knight defense

 

we're talking about a brick' date=' right? a "five-team" or "eight-team" of heavy agents armed with said 10d6 or 12d6 or even 14d6 AF blasters could hit several times in one phase. Unless the brick's ranged DCV is 15+ of course.[/quote']

 

A Superman-style brick. I don't think his net DCV is 15, but its probably not too much less, using levels.

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Re: The White Knight defense

 

The problem with the Regen solution, is that the best you can get is X Body/Turn, which is way too slow for the effect to work.

 

Work is currently under way for another option to manage it: Xd6 dice of simplified Healing, with +1 Trigger advantage, trigger condition "being injured," and using the optional "One use of healing per wound" rule. Its expensive, but OTOH, it wouldn't need separate purchases for physical and energy damage.

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Re: The White Knight defense

 

The short version is, since Healing is now the /only/ Adjustment power that can restore STUN and BODY to starting values without the 5 pts/turn of "fading", the White Knight Defense ceases being invulnerability so much as it is a way to keep fighting even while you take permanent damage, without showing it, until a few Turns later you fall over dead.

 

*snaps fingers*

 

Yup, it's time for a character overhaul. Again.

I would think the absorption would still work. It would represent a PC who can continue to take tons of damage during the combat and continue to fight, but when the fight is over may collapse from the exertion. Makes for a nice weakness in the knights armor.

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Re: The White Knight defense

 

But rapid-fire nuclear bazzokas? :nonp:

 

Convert that 12d6 EB AF to 4d6 RKA AF, and you get something akin to each agent carrying around a 20mm autocannon.

 

Against Superman, I can see an agent squad with 20mm autocannons... and Turtle armor to help them /lift/ the autocannons...

 

Something like the hunter suits from Nazi World, 'Champions in 3-D' 4e.

 

But still, yes, it's somebody getting gang-banged by 90+ active point attacks...

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Re: The White Knight defense

 

The short version is, since Healing is now the /only/ Adjustment power that can restore STUN and BODY to starting values without the 5 pts/turn of "fading", the White Knight Defense ceases being invulnerability so much as it is a way to keep fighting even while you take permanent damage, without showing it, until a few Turns later you fall over dead.

 

*snaps fingers*

 

Yup, it's time for a character overhaul. Again.

 

 

Add regen, should do you just find, only need 2.5 body/ turn worth, or buy up the fade rate to once per minute on the absorb

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Re: The White Knight defense

 

I keep seeing references to entire teams of agents armed with 12d6+ Autofire weapons...part of my mind screams in horror at the notion of such a thing actually taking place in a game...

:nonp:

 

actually, 30 agents armed with 8d6X attacks (60 AP)would do the trick even better, since they'd almost all hit, and the PC is defined as having only 10 points of PD/ED. Average Stun per attack after DR is 4, multiplied by about 25, minus 14, equals about 85 stun!

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Re: The White Knight defense

 

Add regen' date=' should do you just find, only need 2.5 body/ turn worth, or buy up the fade rate to once per minute on the absorb[/quote']

 

The problem is, regen at sufficiently high amounts would make the build prohibitive.

 

As is, unless the triggered healing trick works out, a better choice would be straightforward defense plus the mega-DR.

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Guest WhammeWhamme

Re: The White Knight defense

 

The problem with the Regen solution, is that the best you can get is X Body/Turn, which is way too slow for the effect to work.

 

Work is currently under way for another option to manage it: Xd6 dice of simplified Healing, with +1 Trigger advantage, trigger condition "being injured," and using the optional "One use of healing per wound" rule. Its expensive, but OTOH, it wouldn't need separate purchases for physical and energy damage.

 

You only need the X BODY per turn so that the Fade Rate doesn't kill you (on top of WKD).

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Re: The White Knight defense

 

The short version is, since Healing is now the /only/ Adjustment power that can restore STUN and BODY to starting values without the 5 pts/turn of "fading", the White Knight Defense ceases being invulnerability so much as it is a way to keep fighting even while you take permanent damage, without showing it, until a few Turns later you fall over dead.

 

*snaps fingers*

 

Yup, it's time for a character overhaul. Again.

Thats not a 5er change; that was true in FRED as well.
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