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Old 07-07-2014, 11:01 AM   #6
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: [Basic] Skill of the week: Armoury

Quote:
Originally Posted by Mailanka View Post
EDIT: Though now that I reread your post, I notice you've missed a serious use of Armoury! And I only notice it because I've been tinkering a lot with spaceships.
Yeah. I never try to use RPG spaceship design systems. I find fictional technology beyond the currently-plausibly-foreseeable sufficiently arbitrary that if I'm playing an SF RPG, I prefer to stick to the people-driven parts.
Quote:
If you wanted to have something similar with weapons, like "Overcharge the phasers and FIRE!" then you'd probably use the Armoury (Heavy Weapons) skill.
Makes sense. There are precedents in loading firearms with "hot" charges, as per High-Tech p165. A general rule might be something like "Use appropriate Armoury to increase damage and its side-effects by +10%, with -1 to Malf. For each extra +10%/-1, the Armoury roll is at -2."
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