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HammerJack wrote:

Just a detonator, with no other device involved? No.

As for setting explosives as traps in general, there's a lot of ways that the GM can decide to handle that, and the specifics of how you're trying to set a trap may change how it works out.

There was a whole thread you could search for, about different ways that people might do that, that started from a question about using warning wires as bomb triggers.

Cool thanks. I’ll check out the other thread


Can the detonator be programmed to detonate when an enemy is within a certain distance?


Dracomicron wrote:
Pooterbuck wrote:
Makes sense. I’m thinking of abandoning the overcharge tricks in my build. It will free up three truck slots and I didn’t realize how much ammo it consumed.

Overcharge is still really good. And your Technomancer (or you yourself if you take Technomantic Dabbler at 5th) can vampire down batteries that you find on enemies with Transfer Charge in order to top off your battery, so the extra charge usage isn't as important.

And the fact that it stacks with Recalibrate Weapon means that it's a huge benefit to mechanics. Those laser weapons most folks use have a huge range, so it doesn't matter so much if you lower it.

I do like that idea. I didn’t know about the transfer charge spell. I might go technomatic dabbler route instead of spellbane.

What do you think of adding a scope to the laser rifle to put the range back to default after recalibrate weapon (while aiming).


Makes sense. I’m thinking of abandoning the overcharge tricks in my build. It will free up three truck slots and I didn’t realize how much ammo it consumed.


Isaac Zephyr wrote:
Pooterbuck wrote:
Isaac Zephyr wrote:

Reduces to one quarter. Essentially it turns it into a shotgun blast, high power super low range.

However, this is also a trick with use in Starship combat, something rare, and in that case it reduces the increment by one, so medium to short, which is still very powerful.

Cool thanks. Does this give the calibrated weapon the blast special property as well?
No. Think of it more like a slug in my shotgun example not pellets. I realize my mildly confusing example.

I see. How would you rate this tick with the overcharge tricks? I do like the ship combat option of recalibrate weapon.


Isaac Zephyr wrote:

Reduces to one quarter. Essentially it turns it into a shotgun blast, high power super low range.

However, this is also a trick with use in Starship combat, something rare, and in that case it reduces the increment by one, so medium to short, which is still very powerful.

Cool thanks. Does this give the calibrated weapon the blast special property as well?


In the armory book, does the mechanic trick recalibrate weapon reduce the weapon range to a quarter (from 40 to 10) to add 1d6 damage, or is it reduced by a quarter (from 40 to 30)? If it reduces the weapon to a quarter then this is pretty much a useless mechanic trick.