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Post by mechslayer on Jun 28, 2013 12:42:51 GMT -8
the movement description does not specify the limits of movement in rounds.how long can a character walk or run in rounds,and what is the endurance penalty? how long must the character rest?
also , tme-2-6 deals with deflections.a reflection suit will deflect a beam or ray, but what deflects projectiles?what else does this table resolve?
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Post by providence13 on Jun 29, 2013 7:35:54 GMT -8
Check out pg 103, "Overland Movement per hour by terrain".
Instead of a cut and dry number that applies to everyone "one can run at his or her meter based running rate in kilometers per hour, but for only 3 hours before suffering a 10% loss in remaining endurance per additional hour, due to exhaustion", I'm probably going to use a Endurance HC. Properly conditioned cursorial predators can run all day.
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Post by providence13 on Jun 30, 2013 10:54:43 GMT -8
also , tme-2-6 deals with deflections.a reflection suit will deflect a beam or ray, but what deflects projectiles?what else does this table resolve?
I've been looking for an answer to this mechslayer but it's hard to find. Searching the pdf for "deflections" finds the table, golden armored bio weapon scorpions, reflective suits, cyborg armor and freakish spider mutations all with beam weapons in mind. Searching for "deflec" gives a bit more, though.. Bladed boomerangs, riot shields, riot armor, missiles (!), could all benefit from the table, although there are other rules for missiles. Pick which one suits your game best. It could also be used for a mishap or disaster when fumbling grenades. What happens when you just miss that armored robot with a machine gun? Are there innocents nearby? Just for my games, I might allow Gunslingers to bounce single shots off of suitable items. Skill points in Gunslinger x10 as Trait Value on HC table starting at C or D. Any miss results in table TME-2-6. Might not work for more serious games.
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