Dracomicron |
Metaphysician wrote:Or talk with your GM about getting a special ammo variant that does no damage.There definitely needs to be different damage varients. penetrating tips and barbed tips?
I was thinking that you could have hypodermic darts programmed with your party members' armor codes, and the nanites scatter when the dart approaches, providing no armor class bonus against the attack, but the needle itself is so thin that it doesn't actually do any damage.
ThermalCat |
I'm in favor of house rules. I'd say each point above the minimum AC to hit reduces the damage rolled by 1. And I'd let the shooter not include their specialization damage as long as they remember to say they are not applying the extra damage BEFORE the shot to-hit roll.
I'd also let them by buy "healing" ammo that only do 1d2 damage, but they'd be pricey. If the party has the money, they might be able to get injection armbands to wear, and the medic in the party could wear a watch they could talk to--"Alexa, inject Bernie with serum B!" (Of course there's lots that could go wrong with that scheme too.)
Ravingdork |
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I hope Armory has a needler gun that causes 1 hit point of damage (non-lethal).
Wraith sting rifles are uncategorized sniper rifles from armory that have the injection property, but deal no damage. They also have the subtle property, so that anything you shoot with them needs to make a Perception check with a DC equal to 15 + 1-1/2 the weapon’s item level or it doesn’t realize it has been struck.
Ascalaphus |
The Ragi wrote:I hope Armory has a needler gun that causes 1 hit point of damage (non-lethal).Wraith sting rifles are uncategorized sniper rifles from armory that have the injection property, but deal no damage. They also have the subtle property, so that anything you shoot with them needs to make a Perception check with a DC equal to 15 + 1-1/2 the weapon’s item level or it doesn’t realize it has been struck.
Yeah, using those with healing serums makes sense.
The Diehard Bard |
I’m not sure healing serums can work at all, from what I’ve seen it specifies drugs, poisons and medicinals, and serums are magic items. I’m not sure how I’d rule on it inna home game, I tend to see serums as needing to be drunk, to make taking HP damage while your environmental protections are on a little more exciting, but I’m not married to that strictness either.
BigNorseWolf |
Where does it say healing from a distance is something it was designed for? Reading the injection property says drug, injury poison, or medicinal compound, which may be vague enough to refer to things beyond medicinals.
*dig dig dig dig*
*fetch*Under darts (of all places)
Darts
These light metal shafts each have a pointed tip and a reservoir to hold toxins or other appropriate substances that are typically liquid or viscous. While most combatants rely on darts to deliver toxins to enemies, particularly desperate or overworked field medics sometimes employ darts to conveniently deliver antitoxins, healing serums , and other beneficial drugs across a crowded battlefield. In these cases, medics often practice to improve their aim to ensure that this strategy is effective when employed.
"Why do our uniforms have bullseye targets on our butts?"
"Shut up and pick a cheek Carl...."
Pantshandshake |
Can you put a serum back in... whatever, the container, after adding it to a dart?
I'd think no, so I'd guess the conserving fusion would just hand you a dart full of healing serum back.
Actually, I guess the dart just becomes the new container. There's no reason why you couldn't just drink the serum right out of there, right?
Vexies |
Can you put a serum back in... whatever, the container, after adding it to a dart?
I'd think no, so I'd guess the conserving fusion would just hand you a dart full of healing serum back.
Actually, I guess the dart just becomes the new container. There's no reason why you couldn't just drink the serum right out of there, right?
Its just a magical liquid that will fill whatever container you put it in. in this case a injectable dart of some kind. In the case of the conserving fusion its just magic that returns (teleports) the ammo directly back to the clip like it was never fired.
Tryn |
I don't think the conserving fusion will give you the serum back.
Think of it like a syringe. You can get the syringe back, but the content of the syringe is already in the patient.
Additional this would be a BIG game breaker:
440 credits for the conserving fusion, 375 for the Wraith-sting rifle, and 425 credits for the healing serum MK II => unlimited healing power of 3d8 for only 1240 credits...
Xenocrat |
I don't think the conserving fusion will give you the serum back.
Think of it like a syringe. You can get the syringe back, but the content of the syringe is already in the patient.Additional this would be a BIG game breaker:
440 credits for the conserving fusion, 375 for the Wraith-sting rifle, and 425 credits for the healing serum MK II => unlimited healing power of 3d8 for only 1240 credits...
If you MISS you get both the dart (syringe) and serum (contents of syringe back). If you hit the fusion doesn't give you anything back.