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Old 12-03-2009, 05:23 PM   #24
Ubiquitous
 
Join Date: Oct 2009
Default Re: Security 'necessities' for Spaceships

Quote:
Originally Posted by Ulzgoroth View Post
Should have thought of tanglers. They're basically the perfect weapon for a security man.

They also give you an excellent excuse to pack a grenade launcher (along with plenty of hand versions). Underbarrel 40mm...normally attached to an electrolaser carbine, but you can load thermobarics or HEMP and attach it to a storm carbine instead if you wind up playing paramilitary.
Also, I dunno if anyone considers it 'necessary' for a security guy but would I be mistaken to say one of the lower-powered battlesuits in UT could be used in the confines of, say, an industrial hallway?

EDIT:

Quote:
Originally Posted by AmesJainchill View Post
Unfortunately, as far as I can tell, your GM is using the wrong methods to enforce a genre convention the players may not buy into.

This, plus the fact that he's making characters for you, seems to indicate a mismatch of setting assumptions and playstyles.

I'd talk to him about this. He seems like a...hmmmm..."bad GM", we'll put it that way.
Well I'll admit I was disappointed when I realized the first UT campaign I'd play (involving space-fairing and TLs higher than 10) was going to be heavily mitigated. But in a campaign with HyperDense rounds and Plasma Weapons and Battlesuits I can see how my GM might assume things could get too easy.
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