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Originally Posted by Ubiquitous
Ooooh. I see. Well, that's what I was going for so I guess you were being relevant, but honestly; over-armed? In space I don't see how you can have such a thing. Although I'm anticipating dinosaur-planets and races of sentient squids so maybe my paranoia is what makes me want to crack out an armory.
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Depends on how your GM runs things, of course, as well as what kind of ship you're on. A luxury space-yacht is going to run afoul of less than a military exploratory craft, and a hard-science realistic setting is likely to have less action (or at least less variable action) than a space opera.
Quote:
Originally Posted by Ubiquitous
Firstly, ah, I see, ETC the SHOTGUN. Clever girl. Secondly, superscience-wise, don't I know its great. I always wanted Nanothorn because I figured once someone saw you hack a car in half with a black-fogged sword, you'd never get screwed with again, even if everyone had lasers.
As for Heavies-on-Board, are there any high-energy low-yield explosives or area-effect weapons in UT that would work on a spaceship without guaranteeing a blow-out?
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One idea would be to have a field of some sort near the edges of the ship that prevents explosives from going off within a certain range. No superscience here - basically it's like a dog invisible fence, but instead of zapping a mutt it turns off your explosives. Like that, you could use thermobaric grenades to kill heavily-armored people without risking a blow-out (grenade turns into a dud if it's close enough to cause a blow-out), although whatever room they were in will require some renovations. You could also line the ship with ESA - expensive, but it would protect against HEAT, thus allowing such weapons to be used inside the ship. HT has stats for a HEAT shotgun round, or you can use the HEMP guidelines in UT. A final idea would be to have APHEX rounds that are designed to explode only a short distance after penetration, such that they would detonate inside the ship's armor rather than punching through.