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Recent content by d(sqrt(-1))

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    2000AD Armour skill?

    Great - thank you.
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    2000AD Armour skill?

    A related question - where are the upgrade capacities listed? p91 says that "The upgrade capacity is given by its size (for weapons) or type (for armour). Higher quality weapons and armour gain additional upgrade slots." The additional upgrade slots are listed on the table on p 90 but I can't...
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    2000AD Armour skill?

    Hm, ok thanks. I'll reread those parts then. If that's what it does then there's not much point in starting PCs taking those skills I guess.
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    2000AD Hand Bombs

    Aha. Great - thanks!
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    2000AD Armour skill?

    So does it purely offset the penalties? If so what does Light Armour skill do since that has no penalties? There's a difference between Light/Medium/Heavy and different qualities of armour which is why I'm having trouble determining the intention.
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    2000AD AP rounds = 1/2 SE + Stun charge?

    Ok, so all damage it totalled and then divided by 2. Great - thanks.
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    2000AD Hand Bombs

    So just to be sure I understand you, it's a roll to hit the DEF 10 target square, and the same roll is used to compare vs VITAL DEF of all within burst radius? Or is it a roll to hit the target square and then another AGI/throw roll to determine hits? p 103 says "Hand bombs affect any creature...
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    2000AD Hand Bombs

    p 103 talks about Hand Bombs (aka Grenades). I'm a bit unsure about a few things in their description, so just to check I have it right: - You throw them to a square (vs DEFENCE 10 to land on-target, else roll scatter). - If on-target you then roll an attack against all within the Burst 2...
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    2000AD Armour skill?

    The skills table on p 22 lists armour types as combat skills. However the section on DEFENCE (p79) doesn't mention armour skill as a possible addition to DEFENCE ratings (it does mention armour quality). The bottom of p 23 does mention armour skill as a way to benefit from higher quality armour...
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    2000AD AP rounds = 1/2 SE + Stun charge?

    AP rounds do 1/2 SE damage (2d6+2 -> 1d6+1). Do extra dice from exploits etc also get halved or is it just the base damage? Also, the weapons table shows the Mk I Lawgiver having a stun charge (2d6, range 3), but the text on p104 says this was added in the Mk II Lawgiver. How much stun charge...
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    2000AD XP for grade advancements

    Ok, no problem. I'm happy to give out XP as needed, it was purely the 10x vs the actual numbers that was puzzling me as to intent. Thanks!
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    2000AD Riot shot

    p109 Given that Riot shot range is 2, and its damage is halved beyond half the round's range, presumably that means half of maximum range i.e. max range is 5x2 according to p98, so Riot shot will do normal damage at 1-5 and half damage at 6-10?
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    2000AD Hidden use of LUCK

    Sure, I see there are a few in the Exploits, but I was surprised to find one in the Equipment lists!
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    2000AD Hook and Old Age

    Ok, thanks!
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    2000AD Hidden use of LUCK

    p103 section on Lawgiver Pistol has a use for LUCK not mentioned on p137 "Role of Luck": Spend a LUC die to gain another shot of a particular round...
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