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#31 |
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Join Date: Sep 2008
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QFT. A Tangler thimble grenade is enough to keep a typical ruffian down (grapples with ST 15), a small grenade (golf-ball sized) can keep any but the strongest exotics or battlesuited soldiers down (ST 24), and a standard grenade will, as Fred mentions, keep down most battlesuits (ST 36). I'd recommend carrying around a few thimbles and at least one mini-grenade with Tangler loads at most/all times, only breaking out the standard grenades if you are up against battlesuits or the like. Once you've got the armored guy down you can, depending on preference/situation, disarm him, take off his armor, and put him into custody, or simply put a round (or three) through his faceplate.
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#32 |
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Join Date: Jul 2008
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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.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#33 | |
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Join Date: Jun 2005
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Quote:
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.
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#34 | ||
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Join Date: Oct 2009
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Quote:
EDIT: Quote:
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#35 | |
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
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I see Absent Mindedness as wholly incompatible with a chief security officer. You're talking about someone whose training probably involved making a rucksack on the spur of the moment - running 10 miles in formation and then dumping the pack and if they forgot any little thing their drill instructor would make them run 10 miles back to camp (maybe the whole platoon) get the item, then run back to where they left off to continue the rest of the (originally) 20 mile run (basically having to run twice as long as punishment for forgetting, let's say, dental floss).
Or at least that's the kind of DI I'd give a badass security officer.
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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#36 | ||
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Join Date: Jul 2008
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It's not necessary unless your ship is doing something insanely dangerous, but it's not a bad idea if you've got budget for it. It's particularly useful because it works just fine in vacuum. Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#37 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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Quote:
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#38 |
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Join Date: Jul 2009
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Hey, as some of you know, I am his GM and seeing as Ubiquitous is worried about Absent Mindedness I am just going to tell you now. Your character will not have Absent Mindedness. Anyway I just posted so you could know you don't have to worry about that.
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#39 | |
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Join Date: Oct 2009
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To everyone I yelled at about having it...guess I was wrong? I'll take those ideas now. EDIT: Hey, you know what'd be sweet for my character? Battlesuit Skill Last edited by Ubiquitous; 12-04-2009 at 06:44 AM. |
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#40 |
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Join Date: Jun 2007
Location: Southern New Hampshire
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I didn't see mention of any kind of scanner/sensor. I don't know what technology will exist in the campaign, but having a means handy of detecting where life forms are nearby, or verifying that a being in front of you is human and not the polymorphic alien foe, might be handy.
Also, I think carrying around all those weapons might turn out to be detrimental. Carrying around all that stuff might encumber you, and in more social situations (will you ever be going to places with intelligent life?) the weapons might be off-putting to the locals... Theoretically too, you should have time before deploying from the ship to pick and choose your gear. Going to a completely unsettled environment with lots of nasty critters? Bring all the armor and guns. Going to an isolated settlement with a town's worth of people... maybe just bring one side arm. One last thing to consider: The GM can use putting you in situations without all your gear as an exciting play hook. You're trapped away from the ship without your armor piercing rounds and high powered rifle? There are huge carnivorous animals between you and the ship? Time to get creative! So my recommendation is to not try to account for every single possible scenario... let your GM handle things, and trust him to keep things fun. |
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