BobTheNinja
Sword of Possibility
- Location
- Multiverse Sector Texas
Well if we can't access healing tech right now, I recommend we instead focus on greater durability. Prevent us from taking too much damage in the first place.
So does that mean increasing armor durability would be mostly superfluous? In that case, I'm fine with going with your original module list.veekie said:Keeping in mind that with the armor we have a soak of 12 B 10L, which would reduce most common firearms to ping damage, and no force field device to copy. Going to need some creative justification to raise soak without increasing mobility penalty.
EDIT: Actually I suspect the next attempt would involve armor piercing weapons or Blaster/Shaker parahumans.
The Enhanced Durability module also gives hardness, which is what's used to protect against ping damage.BobTheNinja said:So does that mean increasing armor durability would be mostly superfluous? In that case, I'm fine with going with your original module list.
Not exactly, if we're facing down a Brute or kinetic blaster(e.g. Hookwolf or the like), the armor WOULD add something. But our strength isn't in going head to head in melee. Avoiding being targeted entirely may be healthier.BobTheNinja said:So does that mean increasing armor durability would be mostly superfluous? In that case, I'm fine with going with your original module list.
Don't quite understand the immunity to shotguns honestly. I could see birdshot and maybe buckshot being rendered ineffective, but solid deer slugs are fracking huge in comparison and should still penetrate.Elero said:The Enhanced Durability module also gives hardness, which is what's used to protect against ping damage.
With hardness 6, we'd be completely immune to pistols, shotguns and submachine guns, I think.
I was basing it on this:landcollector said:Don't quite understand the immunity to shotguns honestly. I could see birdshot and maybe buckshot being rendered ineffective, but solid deer slugs are fracking huge in comparison and should still penetrate.
which I just assumed to be correct. Maybe someone with the books can check?RCa said:5L: Holdout pistol, revolver, combat shotgun
6L: Heavy pistol, double-barreled or pump-action shotgun, submachine gun
7L: Assault rifle, heavy machine gun
8L: Hunting rifle
9L: Sniper rifle
10L: Rocket launcher
Well it's not like we're stuck with our first suit permanently. We'll almost certainly end up either upgrading or creating even better power armor later on. As long as we have decent protection to start with, I'm fine with playing to our main strengths on our first set.veekie said:^^
Yeah, and that.
Not exactly, if we're facing down a Brute or kinetic blaster(e.g. Hookwolf or the like), the armor WOULD add something. But our strength isn't in going head to head in melee. Avoiding being targeted entirely may be healthier.
Not that I have any objections to people signing on for my list.
From the Scroll of Kings:Elero said:Wait, armor doesn't protect against explosions? Can we dodge them, at least?
So basically what happens is that we get to use our armor to soak against the damage caused by being directly hit by an explosion. To extend this beyond having a fragile pot of firedust breaking against our chest, let's say that direct impact means we're at most an inch from the source of the explosion.A person who suffers the direct impact of the grenade takes full damage, like any other attack; but the burst of fire extends two yards from impact. In this region, the grenade inflicts half the listed damage (round down) as an environmental effect that lasts a single tick.
Well, the really nasty stuff, like Sundancer, is going to have a Trauma of 4 or 5 (Adorjan the Silent Wind has a Trauma of 5, so nothing should ever really exceed that). We are going to want to have a bigger pool to reliably deal with that, and even then all it will do is knock the damage one level. For convenience, take this scale [Agg=>Lethal=>Bashing=>No Dmg] find the type of inflicted (usually Lethal), and move one to the right (Lethal becomes Bashing).BobTheNinja said:Alright, since we apparently have the stamina to resist most environmental effects, I'm fine with focusing on either more durability against attacks/impacts or healing capability. I'm kinda torn between the two to be honest.
It's Clarktech. Wank it as being chemical injectors, adrenal regulators, auto-coagulants, and an internal microsurgery suiteJust to be sure, do we have access to Tinker tech that can heal injuries that quickly?
Shotguns firing slugs have Acc +1, 7L, Rng 30; you can also substitute "softer slug rounds" which do 7B instead.landcollector said:Don't quite understand the immunity to shotguns honestly. I could see birdshot and maybe buckshot being rendered ineffective, but solid deer slugs are fracking huge in comparison and should still penetrate.
That'd be a no at present. No Medical Tinkers. We'd need to research it independently or go meet one. Like Bonesaw.FunkyEntropy said:It's Clarktech. Wank it as being chemical injectors, adrenal regulators, auto-coagulants, and an internal microsurgery suite
That'd be a separate craft project I think.CrawlingChaos74 said:I like the multi-weapon idea, though we should have a lethal setting on it which we keep quiet about.
As a part of our suit? Bad idea, as it unnecessarily takes up a slot for something that we could just store Elsewhere. As part of whatever weapon we design? Maaaaybe. I'd rather just carry around another weapon in Elsewhere (we can store basically an infinite number of mundane items there IIR), no need to even suggest that our signature weapon is lethal.CrawlingChaos74 said:I like the multi-weapon idea, though we should have a lethal setting on it which we keep quiet about.
Kid Win's guns all have variable yield, sometimes variable ammo(his Big Gun fires concussion waves, electricity, fire, and some other projectile). We don't even need a Build Custom here, just take his best guns and clone them.sainen said:some sort of dial-a-yield Beam Rifle and/or a viable ammunition grenade launcher would probably be a good idea, but what ever we choose I don't think it should be integrated with our armour.
We're still a minor, so that's a no.BobTheNinja said:Guys, no integrating lethal weapons with our power armor or giving our PRT weapons lethal settings. It's just a bad idea. If we absolutely need to have a lethal weapon, it should be completely separate and kept in hammerspace.
I wonder if we're able to get legally registered for gun ownership completely separate from our Ward documentation. I doubt it, but it's a thought.
A Nanothorn dagger, some of this, from 2.6:CrawlingChaos74 said:I forgot we still had the gun, what else do we have in Elsewhere?
In other words, Endbuster Armor?XenonPrime said:I suppose we could see about creating a 'crisis armour' set up for the event of an Endbringer attack or something like the Slaughterhouse 9 rolling into town.
A real war machine for when the shit hits the fan. I'm thinking something that's like really big power armour or a small mecha, obviously it'd need to be locked down until such a crisis arises.
Sounds good to me. I just hope that we get lethal authorization as soon as the S9 show up. I don't want Taylor getting caught without her best gear available.veekie said:We're still a minor, so that's a no.
After this case, we should have Piggot's ear to design a lethal weapon for the S-class vault though. Kid Win was allowed to build lethal weapons. But he couldn't use them without the director authorizing their release(and it's Piggot's ass if anything goes wrong then) or an A-class or worse event, in which case it's authorized self defense.
Taylor is about to become a fully active Ward. Of course she's going to be a combatant. She will focus on ranged attacks and battlefield coordination rather than close-up brawling, but she'll still be fighting.Alratan said:You guys really seem to be missing the point in this armour. It's not designed for Killfuck Soulshitter. It's designed for someone who is essentially a non-combatant, under the prevailing understanding of the rules.
As much as I agree with the spirit of this, do you really think SB will be able to avoid an actual serious fight? Whether on purpose or by accident?Alratan said:You guys really seem to be missing the point in this armour. It's not designed for Killfuck Soulshitter. It's designed for someone who is essentially a non-combatant, under the prevailing understanding of the rules.
Dennis probably beat you to itBobTheNinja said:In other words, Endbuster Armor?
*copyrights that name before anyone else can.*
Something to work on. Hopefully Iris figures out how to make a Warstrider by then.Sounds good to me. I just hope that we get lethal authorization as soon as the S9 show up. I don't want Taylor getting caught without her best gear available.
Dammit, Dennis is such a clockblocker.veekie said:
That doesn't sound right. I'm pretty sure that the Wards are in fact intended to participate in arrests and combat against low-threat criminals and supervillains.Logos said:Fully active Wards, to my understanding, aren't supposed to be combatants either.
It's just that BB is in such a bad condition.