|
|
Eyrie Productions, Unlimited
Croaker
Charter Member
652 posts |
Aug-03-18, 09:45 PM (EST) |
 |
30. "RE: On the Tech of Battle"
In response to message #27
| |
>In some silly cases its because grenades are reusable. > >The GURPS second edition tech manual had T9 (fusion age) energy >grenades that were not technically one-shot devices unless you dialed >them to specific settings. IIRC they had to be recharged after every >use regardless, but unless you selected the "it's got to go" option >when throwing them your grenade could be recovered and reused. > >Other game systems, which makes combat more abstract, do essentially >have unlimited grenades, an example would be the Cypher system >(Numenera, the Strange, and a handful of generics) where something as >-- mundane, as simple explosive ordinance isn't worth tracking on an >item to item basis in most cases. At least one incarnation of the Star Trek RPG had a "phaser grenade" that could be set to stun, and in said setting was eminently reusable...
I play a gunsel/mech-jock in our current Champions campaign, and the character has a Multipower to represent the various guns she carries (she can only use one at a time, after all.) This includes Grenades, of course, and I forgot to add the "Charges" (read "Limited Ammunition") disad to the power when I wrote up the character... so she actually does have infinte grenades. -- Croaker RCW #mc2 "When in doubt, shoot something. Preferably the enemy." |
|
|
Alert | IP |
Printer-friendly page | Edit |
Reply |
Reply With Quote | Top |
|
|
version 3.3 © 2001
Eyrie Productions,
Unlimited
Benjamin
D. Hutchins
E P U (Colour)
|