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As I understand battery mechanics, 20 cell /60 credit battery is replaceble battery for weapons, power armors and techlogical items beacause: Weapons:You can restore a weapon’s charges by attaching it to a generator or a recharging station (see Professional Services on page 234) and thereby recharging its battery, or by swapping out its battery for another fully charged battery. Power armor: This battery can be recharged as normal using a generator or a recharging station (see page 234), or it can be replaced with a new battery (see Table 7–9: Ammunition). Technological items: Items with a specified usage use a battery that comes fully charged when purchased. Such batteries can be recharged as normal using generators or recharging stations (see Professional Services on page 234), or they can be replaced (see Table 7–9: Ammunition for battery prices). Armor upgrades have internal non-removable batteries as Hawk Kriegsman mentioned: For a technological armor upgrade that requires charges to function, this entry lists the maximum size battery the upgrade can hold. The batteries that upgrades hold can be recharged as normal using either a generator or a recharging station (see page 234). For technological items replacing batteries is a mistake as I think, because comm-unit for example holdes a battery with 80 charges which is much more expensive than comm-unit itself. For recharging armor upgrades in the middle of nowhere you can use Inductive Bandolier or maybe Transfer Charge cantrip ![]()
These conditions: clumsy, drained, enfeebled, stupefied affects final values like AC, saves, attack etc. I understand that it is made for simplicity, no need to change ability score, as I think it works not so well.
Maybe you will find other examples like these) I think that this simplification does not worth such collisions. I understand that it will not change anything but I wanted to write it. ![]()
There is a question about irradiate/radioactive weapon properties from Armory. They says: Critical:
Special:
Does technological armor protect from these properties?
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Hey, look at Phasing rounds in Armory. This ammunition allows you to "take a move action to aim and then fire on the same turn a weapon with phasing ammo" and this attack "ignores any cover the target has with a hardness equal to given value or less". So Line+Adamantine could do something like this. And of course total cover means total consealment for Line+Adamantine. ![]()
Expansion bays on vehicles can contain: some lab or workshop or seats for 8 medium creatures or store cargo (50 bulk and 6-foot cube). 6-foot cube? I know that it is better not to search for logic in rpgs, but 8 sitting people in 6-foot cube? Is it another mistake in armory or I don't understand something? ![]()
It is written that "If you have a quickdraw hideaway limb, the compartment is integrated with a specific weapon. This allows you to draw the weapon as a swift action or as part of making an attack or full attack (similar to using the Quick Draw feat)" but Quick Draw feat works in "as part of making an attack or full attack" way only with thrown weapon. In RAW it is meaningless because full attack is usually impossible with only 1 thrown weapon. There are some situations when it works: 2 quickdraw hideaway limb or the first thrown weapon is already in hand and another is in storage. But I think in RAI it allows you to draw any L weapon and make an full attack.
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