How does a Jet work ?
I know that in the Basic Set it states that Jet is considered like a melee weapon and therefore Acc and range modifiers don't apply. Suppose a Jet of 1/2: 5 Max: 10; will it affect everybody in the Jet area or it will strike the first one in that line ? If it affects everyone, do I simply attack the first one and if that person dodges I use the scattering rules ? I was trying to find info on it on the forums but unfortunately, the forum search engine doesn't allow searches on words of 3 characters or less and so I couldn't find anything on jet :)
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Re: How does a Jet work ?
Jet simply turns your Innate Attack into a 10-yard melee weapon that cannot parry or be parried, and that inflicts only half damage past five yards. It's +0%, despite pathetic range, because it lets you Feint, use AOA (Double) from a safe distance, make a Rapid Strike, etc. It's worth more than Melee Attack because, relative to that modifier, it gives spectacular Reach and can't normally be parried. There's no assumption of being able to strike multiple targets unless you use AOA (Double) or Rapid Strike, but note that High-Tech allows AOA (Jet) for flamethrowers, and this lets you engage lots of foes at a cost in damage.
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Re: How does a Jet work ?
Can you also use All out Attack Strong and similar options with Jet?
Exactly what is allowed? |
Re: How does a Jet work ?
You can use any option that works with a melee attack. It's a melee weapon, in every sense. It just can't parry (but then, neither can some melee weapons).
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Re: How does a Jet work ?
Thanks a lot for your quick answers ! Very appreciated !
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Re: How does a Jet work ?
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- Is it legal then to combine it with Melee:ST-Based (for a ranged punch) - What would be an appropriate Enhancement for it to be capable of parring? |
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Yeah, I know it's an abstraction. Still, this inspired a new Manoeuvre variant: All-Out Attack (Jet-on-Target), which provides +2 to hit and +1 to damage (or +1/two dice if better). |
Re: How does a Jet work ?
I want to create a version of the [name] Jet spells that is composed of pure magical force. Ideally, it would be able to parry enemy attacks (by briefly becoming more substantial), but enemies still could not parry it.
I'm using the Modifiers rules for Innate Attack to ballpark the power level and I plan to either include extra limitations to bring it in line with Flame Jet et al or to increase the cost per dice, if necessary. At any rate, before I decide how much damage per 1 FP buys, I want to know how much more expensive such an Innate Attack would be than the one that forms the basis for the other Jet spells. If it was a Melee Attack, I could simply remove the -5% for Cannot Parry, but Jet is noted as specifically incompatible with the Melee Attac limitation. Is the 'Cannot Parry' part of it effectively an independent limitation and I can remove it from Jet without compunction, or would the ability to be able to Parry while your opponent cannot parry your weapon be worth much more than +5%? Also, I was wondering about Jets that destroyed enemy weapons, instead of being simply impervious to Parries. There is an enchancement for Melee Weapon that does that, but I cannot legally use it for Jets. Is it kosher to use the same value with Jet? |
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