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Old 12-03-2009, 08:21 AM   #10
SuedodeuS
 
Join Date: Sep 2008
Default Re: Security 'necessities' for Spaceships

Quote:
Originally Posted by Ubiquitous View Post
Muldoon was best character. Although in this case I think my GM just wants me to be a rough-and-tumble kinda thuggy and not cinematic at all.
By "cinematic" I was meaning the kind typically portrayed in media, rather than one that uses over-the-top Wushu action. Unless you are going through some dangerous areas, using my guidelines will give you an overarmed security officer.

Quote:
Originally Posted by Ubiquitous View Post
Wouldn't ETK'ing a gun risk it being more powerful in the confines of the ship?
Yes indeed. However, an ETC shotgun firing buckshot has comparable penetration to a typical handgun firing HP (2d-1 for shotgun, 3d+2(0.5) for handgun IIRC). An ETK shotgun can be kept using the Low Velocity option for ETC-level damage/penetration, but be able to jump up to normal (or even high) velocity for actions in more heavily-armored portions of the ship (or while planetside). The rifles (sniper and assault) are intended for planetside action.

Heavily-armored bogeys on board are very problematic. Anything that can punch through their armor might also be able to penetrate the ship's hull. Dealing with such threats needs to be done up-close and personal (unless you can have the ship do it, such as by throwing them out an airlock or trapping them in a force field). Grappling will be key - if you can pin him, you can frequently neutralize the threat. Depending on what's available, you might also have a good melee weapon for taking him out. A Superfine Vibroblade can get some impressive penetration (generally on the order of 3d(3) or higher with a swing), a Hyperdense one can go even further (armor divisor (5) for a Hyperdense Vibroblade, IIRC). Force swords, nanothorn blades, and (short) monowire whips/switchblades are good on the superscience side of things.
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