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2 years ago ::
Jan 10, 2011 - 4:29PM
#71
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Date Joined:
Sep 26, 2001
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There's no cieling on flight, but range cuts both ways: If you're flying 24 squares above the battle, everyone on the ground is out of range of all your attacks, as well.
If you want to make it harder on fliers, you can rule that gaining altitude costs double movement (just like difficult terrain). So if you have fly 6 and move straight up, you go up 3 squares.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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2 years ago ::
Jan 11, 2011 - 11:58PM
#72
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Curious as well, is it legal to use an attack from Omega Tech in conjunction with Origin Powers?
Like the Hypercognitive's Uncanny Strike + Mk. 1 Laser Pistol?
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2 years ago ::
Jan 12, 2011 - 5:39AM
#73
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Strictly speaking, no. Despite being a piece of equipment, the use of the Laser Pistol is a power, and there's no way to use two powers concurrently. Furthermore, it has no [W]. This is assuming it's not salvaged, of course, after which point it's perfectly legal.
In my personal games, though, I might allow it. *shrug*
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2 years ago ::
Jan 13, 2011 - 12:56PM
#74
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Date Joined:
Sep 26, 2001
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Some Omega Tech cards /do/ say that they are weapons, so it wouldn't be out of line for a DM to rule that you could - but, they're also powers, in themselves, so ruling the other way is also justified.
As Jon pointed out, many salvaged Omega Tech weapons would clearly work just fine with weapon powers. And, some GMs allow you to use the 'salvage' entry while the item is still working...
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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2 years ago ::
Jan 13, 2011 - 3:09PM
#75
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I may just decide to go with the logic that using Omega Tech in conjunction with powers you're comfortable with might be a little off-key, as Omega Tech is new to alot of people, alien to some and just interesting in it's own right, so it'd be hard to use it at the same time while focusing on Origin Powers or whatnot.
Thanks for the input, guys.
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2 years ago ::
Jan 16, 2011 - 10:58PM
#76
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Date Joined:
Jan 17, 2011
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New to Gamma World and I plan on DMing (my first time) so pardon my basic questions. Looking at some of the Omega Tech, I'm not so sure how/when players use them. For example Cerametal Armor lists itself as Armor: Heavy and Power: Encounter. If a player has this, do they need to state that they are wearing this before the encounter begins? I assume this would be treated as if the player had heavy armor (penalties and all) regardless of what they normally started with. If the power is never triggered they still get to keep the armor despite using it, right? Also, the encounter power is only good once? (so if they were knocked prone twice, the armor would only negate the first occurrence) I'll probably have more questions later  Thx!
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2 years ago ::
Jan 17, 2011 - 9:52AM
#77
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Date Joined:
Jun 16, 2008
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New to Gamma World and I plan on DMing (my first time) so pardon my basic questions.
Looking at some of the Omega Tech, I'm not so sure how/when players use them. For example Cerametal Armor lists itself as Armor: Heavy and Power: Encounter.
If a player has this, do they need to state that they are wearing this before the encounter begins? I assume this would be treated as if the player had heavy armor (penalties and all) regardless of what they normally started with. If the power is never triggered they still get to keep the armor despite using it, right? Also, the encounter power is only good once? (so if they were knocked prone twice, the armor would only negate the first occurrence)
I'll probably have more questions later  Thx!
Cerametal Armor is heavy armor that the player can wear at all times and gain the benefits and detriments of heavy armor: +7 AC, -1 Speed. It also has an encounter power that may be used that negates forced movement or knocking the character down. The power is optional. Though if it is used, the player will have to roll an omega charge check at the end of the encouter to keep the omega tech. If that doesn't work, it can be salvaged to become a permanent armor without the power but with a +1 to fortitude saves.
I would assume that the character would be wearing the armor. But it might be best to ask. If the character is not wearing the armor, then they cannot use the power nor benefit from any of it's effects.
The armor will be kept until they use it and fail an overcharge check. It may be kept in its salvaged form if the character is level 2 or higher.
Since the armor's power is Encouter-based (not At-Will) it will only work once during an encounter. it does not provide its effect the entire encounter. The omega tech's power says it all:
"Power: Encounter
Immediate Interrupt, Personal
Trigger: An attack knocks you prone or subjects you to forced movement
Effect: You aren't knocked prone or subjected to forced movement from the triggering attack. In addition, you gain resist 5 to all damage against the triggering attack."
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2 years ago ::
Jan 21, 2011 - 8:45PM
#78
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Date Joined:
Aug 23, 2010
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Are there any rules regarding fully automatic fire? If not, does anyone have any house rules concerning automatic weapons fire?
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2 years ago ::
Jan 21, 2011 - 9:07PM
#79
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Date Joined:
Apr 17, 2008
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Are there any rules regarding fully automatic fire? If not, does anyone have any house rules concerning automatic weapons fire?
What would you want automatic weapons fire to do?
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2 years ago ::
Jan 22, 2011 - 12:00AM
#80
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Date Joined:
Sep 26, 2001
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There are no rules on automatic fire. It would not be unreasonable to assume that some guns /are/ being used in a full-auto mode. That'd explain why you can go from 'plenty of ammo' to 'no ammo' after one attack roll.  You could come up with all kinds of rules for automatic fire. But, consider that the main downside is burning through ammo faster - and the ammo rules don't make that distinction... OK, here's a shot at it: Automatic Fire Encounter * Weapon Standard Action Area Blast* 3 w/in 1/2 Weapon range Requirement: you must be using a gun Targets: all creatures in blast Attack: same as basic attack Damage: 2[W] + basic-attack-stat + 2xlevel Effect: After resolving this attack, you are out of ammo. ** * 'Area Blast' isn't actually in 4e. The only difference between 'Area Blast 3' and 'Area Burst 1' is that (1) you can hit someone 5' further away and (2)you figure cover from your square instead of from the center of the burst. ** Just to be clear, out of ammo is out of ammo - you can't use /any/ gun until you get more ammo. If the whole 'Area Blast' thing is just too freaky, make it a Close Blast 5.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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