psimonsays
Initiate Douchebag
Posts: 18
Preferred Game Systems: Just About Anything
Currently Running: Savage Rifts
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Post by psimonsays on Jul 13, 2017 17:47:48 GMT -8
Hey Guys,
I did not hear or see CADAVE using the AP for any of the weapons. The Boom Gun is AP 25. That should mean that the Armor was reduced by that number. The Psi-Sword of the Cyber-Knight has AP 6. Most Rifles are AP 4. The Dragon Claws and bite are also AP 4. The Flame is not AP. I do not know the SW Stats for the particular foes CADAVE was using, but in the original Rifts, they were tough but not enough to shrug off Boom Guns.
Tiffany has the Arcane Background Psionics. So the Stun is not Magical. She can power her Psionics with the ISP from the Arcane Background. If she runs out of ISP as a Dragon she also has PPE. They can be exchanged for ISP on a two for one basis. Tiffany is only a Minor Psionic and cannot at this stage do any Mega-Damage with those powers. Tiffany is Eligible to Take and Arcane Background (Magic) as an advance at a later date. This is an exception to the normal only one Arcane Background Rule
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nanoboy
Journeyman Douchebag
Posts: 142
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Post by nanoboy on Jul 13, 2017 19:56:53 GMT -8
Yeah, I noticed that, too. I'm not quite done with the episode, but they should have been much more effective because of AP.
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Post by morpheus on Jul 14, 2017 20:15:04 GMT -8
Being newish (and brand new to this forum) to Savage Worlds, I was wondering about that myself. I'm also super curious about the big bad from Episode #11. I would love to see the stat block. [Not sure if Spoilers are OK?] are great and have a lovely back story.
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nanoboy
Journeyman Douchebag
Posts: 142
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Post by nanoboy on Jul 14, 2017 20:39:26 GMT -8
I think I know what CADave is up to, and it could be really cool. Text below is in white, so highlight it with your cursor to read it.
The Shemarians kidnapped the boy, since they somehow learned that he has Micronauts in his body. ARCHIE 3 would certainly be interested in these guys, especially since they seem to have something to do with M.O.M. technology. ARCHIE 3 will not likely be kind to the boy...
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Post by EricaOdd on Jul 15, 2017 3:58:27 GMT -8
Yeah there's a lot of new rules and a lot of stuff to remember in Savage Rifts. The characters work differently from 'normal' SW characters with lots of new abilities and such. It's a lot to keep track of!
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Post by EricaOdd on Jul 15, 2017 3:59:07 GMT -8
I think I know what CADave is up to, and it could be really cool. That would be awesome!
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psimonsays
Initiate Douchebag
Posts: 18
Preferred Game Systems: Just About Anything
Currently Running: Savage Rifts
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Post by psimonsays on Jul 15, 2017 9:02:11 GMT -8
I went back over the episode again.
When Indiana was aiming he should have only received a +2 Bonus. The SW Deluxe Explorers version page 79 says that multiple rounds of aiming have no extra effect.
I looked it up again because it still confuses me sometimes, but if you draw a weapon - you may still attack but at the -2 multi-action penalty. This is eliminated if you have the quick-draw edge.
When Lambert missed his Boom-Gun shot it should have deviated. When the any area of effect roll is a miss it deviates. On a critical fail then he is subject to the Technical Difficulties table. It is important to remember that the Roll can only deviate a maximum of 1/2 distance to Target (So you can't drop it on yourself).
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Post by Sungrowler on Jul 15, 2017 11:38:31 GMT -8
... When Indiana was aiming he should have only received a +2 Bonus. The SW Deluxe Explorers version page 79 says that multiple rounds of aiming have no extra effect. I looked it up again because it still confuses me sometimes, but if you draw a weapon - you may still attack but at the -2 multi-action penalty. This is eliminated if you have the quick-draw edge. ... Thanks for the correction! I'll be sure to cop to it in the next session if it's not brought up in the beginning. It should have looked something like this for the first shot: +2 for Aiming, +2 for Bigger target, -2 for Called Shot, +1 for Double tap for a total of +3. I believe the second shot was correct: +2 for Bigger Target, -2 for Called Shot, +1 for Double Tap for at total of +1. Shoot, there goes that method of being combat capable. Back to the drawing board!
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nanoboy
Journeyman Douchebag
Posts: 142
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Post by nanoboy on Jul 15, 2017 11:51:17 GMT -8
Go for grenades. Plasma grenades will make you combat effective.
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Post by Sungrowler on Jul 15, 2017 11:56:33 GMT -8
Go for grenades. Plasma grenades will make you combat effective. Not until I buy Throwing! =)
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psimonsays
Initiate Douchebag
Posts: 18
Preferred Game Systems: Just About Anything
Currently Running: Savage Rifts
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Epsiode 11
Jul 15, 2017 12:10:18 GMT -8
via mobile
Post by psimonsays on Jul 15, 2017 12:10:18 GMT -8
No worries. You would have hit anyway. I thought it was pretty effective. The Railgun they carry can be nasty.
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nanoboy
Journeyman Douchebag
Posts: 142
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Post by nanoboy on Jul 15, 2017 14:59:30 GMT -8
Ask for a WI-GL4 Revolving Grenade Launcher. They're only 50,000 cred.
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Post by OFTHEHILLPEOPLE on Jul 18, 2017 5:54:06 GMT -8
Did Stu's accent turn into a Jean-Claude Van Damme riff?
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Post by OFTHEHILLPEOPLE on Jul 18, 2017 8:19:40 GMT -8
To echo everyone else's point, AP does not seem to have been factored in to the attacks, particularly Stu's Glitter Boy who has an insane amount of AP with the boom gun. It's also what makes Glitter Boy's simpler to challenge because they're toughness is all armor which can be factored out with weapon AP.
Edit: Grappling does no damage. It's an opposed Fighting roll to grapple the opponent, then when you're grappled the ability to damage each other changes a bit. Did Samantha change her mind about Grappling in favor of attacking?
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Post by OFTHEHILLPEOPLE on Jul 18, 2017 15:16:49 GMT -8
Also, just to get everyone excited for next episode:
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