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Post by Draxas on Mar 10, 2004 23:54:22 GMT -5
Welcome to the PD - Last Man Standing Armory!
General Armory Rules: - Anytime you wish to purchase something from the armory, simply say so in any playing post. You can perform other actions (equipping items, attacking) as normal in addition to shopping. - If you want to sell weapons or equipment, the Armory will be happy to buy them back from you for half price (round fractions down). Ammo cannot be sold back to the Armory. - Certain expendable items (ie. Medikits) cannot be sold back to the armory unless they have not been used. - All weapons are sold fully loaded.
Weapons:
EDIT: I just noticed that this chart previews much differently than it posts... It's practically unintelligible. I'm going to try a new format, that will hopefully be easier to understand.
Falcon 2: $5 Single shot: -1 damage Consumes 1 Pistol Round Clip Size: 8 Can be doubled up Can be silenced
Magsec 4: $10 Single shot: -1 damage Consumes 1 Pistol Round 3 Round Burst: -3 damage Consumes 3 Pistol Rounds Clip Size: 9 Can be doubled up
CMP150: $40 Burst Fire: -4 damage; Follow Lock-on Consumes 4 SMG Rounds Clip Size: 32 Can be doubled up
dy357 Magnum: $50 Single shot: -5 damage; Piercing Consumes 1 Magnum Round Clip Size: 6 Can be doubled up
Sniper Rifle: $50 Single Shot: -5 damage; Silent Consumes 1 Rifle Round Clip Size: 8
Laser: $50 Pulse Fire: -3 damage Clip Size: Infinite
Mauler: $70 Single shot: -1 damage Consumes 1 Pistol Round Charge-Up Shot: -* damage (see notes) Consumes * Pistol Rounds (see notes) Clip Size: 20 Can be doubled up
Phoenix: $70 Single shot: -1 damage Consumes 1 Pistol Round Explosive Shell: -10 damage; Explosive Consumes 1 Pistol Round Clip Size: 8 Can be doubled up
Shotgun: $80 Single Blast: -10 damage Consumes 1 Shotgun Shell Double Blast: -20 damage Consumes 2 Shotgun Shells Clip Size: 9; Slow reload
Cyclone: $80 Burst Fire: -5 damage Consumes 5 SMG Rounds Magazine Discharge: -* damage (see notes) Consumes all remaining SMG rounds in the clip Clip Size: 50 Can be doubled up
KF7 Special: $80 Burst Fire: -9 damage Consumes 3 Rifle Rounds Clip Size: 30 Can be doubled up
Ammo:
Box of Pistol Rounds: 40 Pistol Rounds......$10 Box of Magnum Rounds: 18 Magnum Rounds......$10 Box of Shotgun Shells: 18 Shotgun Shells....$10 Box of SMG Rounds: 50 SMG Rounds............$10 Box of Rifle Rounds: 30 Rifle Rounds........$10
Maximum ammo capacity is as follows (does not include ammo loaded into weapons):
Pistol Rounds: 800 SMG Rounds: 800 Rifle Rounds: 200 Magnum Rounds: 200 Shotgun Shells: 100
Reaper Rounds: 800 Crossbow Bolts: 50 Grenade Rounds: 40 Psychosis Serum: 8 Rockets: 30
Grenades: 10 Timed Mines: 10 Remote Mines: 10 dataDyne Combat Knives: 10
Items and Equipment:
Medikit: +15 Healing, in +5 increments.......$5 Medipack: +30 Healing, in +5 increments.....$10 Cheese: +10 Max HP..........................$10 Silencer: Makes certain weapons silent......$10 Keycard: Unlocks locked Mystery Boxes.......$10 Shield: Absorbs 10 HP damage................$20 X-Ray Visor: See through solid objects......$20 Respawn: Restores 50 HP when the user dies..$50
More to come...
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Post by Draxas on Mar 11, 2004 1:23:39 GMT -5
Notes:
Unarmed Combat: - Damage: Unarmed attacks are very weak, and inflict 1/2 HP damage. - Close Combat: Close combat attacks allow the user to automatically counterattack when attacked. Countering a counter is impossible, however. - Disarm: The disarm attack is prohibited in LMS, and will cause a retaliation by the Judge if attempted. - Sedation: Because Sedation is a very dangerous status condition in this game, unarmed attacks will not normally inflict it. - Immunities: Unarmed attacks will inflict no damage against mechanical targets, vehicles, and structures.
Falcon 2: - Pistol Whip: Pistol Whip is identical to Unarmed attacks, and so is disregarded.
CMP150: - Follow Lock-on: The CMP150 has the ability to unerringly track multiple targets, regardless of their stealth or other countermeasures. When using a CMP150, an attacker can ignore the effects of Cloaking Devices.
dy357 Magnum: - Pistol Whip: Pistol Whip is identical to Unarmed attacks, and so is disregarded. - Piercing: Piercing attacks are more effective at penetrating certain types of armor. When piercing attacks encounter conventional armor (not shields), they inflict half normal damage against the armor, and half normal damage against the target's health. Fractional damage is rounded up against armor, rounded down against the target.
Sniper Rifle: - Silent: Silent weapons are useful for sowing confusion among your foes, as it is difficult to tell where a shot originates from. If a player uses a silent weapon against a Simulant who is normally programmed to counterattack, the Simulant will become confused, and counterattack against a random target in the arena. This target could potentially be any player or Simulant active in the arena, including the attacking player, but excluding the countering Simulant (he will not shoot himself.)
Laser: - No Ammo: The Laser has unlimited ammo, and never needs to reload. - Cutting Beam: The cutting beam function inflicts less damage than Pulse Fire, and so is ignored.
Mauler: - Charge-Up Shot: The Charge-Up shot inflicts damage in a special way. Once the Mauler is equipped and Charge-Up Shot is selected, energy will begin to charge in the weapon. After this, for each post inbetween the start of the charge and when the Mauler is fired, the damage of the shot will double, up to a maximum of 16. It will also consume one extra Pistol Round, up to a maximum of 5. Example: Player A declares he is switching his Mauler to Charge-Up Shot. When he attacks... He waited 0 posts: -1 damage, -1 round (double post) He waited 1 post: -2 damage, -2 rounds He waited 2 posts: -4 damage, -3 rounds He waited 3 posts: -8 damage, -4 rounds He waited 4 or more posts: -16 damage, -5 rounds
Phoenix: - Explosives (Explosive Rounds only): Explosives inflict major damage, but can be dangerous at close quarters. If an explosive attack is countered, or is used as a counterattack (mainly by Sims), the target still takes full damage. However, the firer also takes half damage as the blast splashes back onto them. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion.
Shotgun: - Slow Reload: It takes significantly longer to reload this weapon than a standard, clip-based gun. To reload the weapon, you must declare a reloading action as normal. Then, for every playing post made by another person, you will reload one round. This process will continue until the weapon is at full capacity, or you decide to interrupt the reloading process. If the process is interrupted (by performing any other action, including actions which usually do not require an entire post), you will have reloaded one round for every post in between your reloading post and your interruption post. You will not reload a shell during your own post. Example: Player A has expended the entire magazine of his Shotgun, and so he declares a reloading action in a post. Let's assume that Player B posts, Player C posts, Player B posts again, and Player D posts, and then Player A decides he wants to use a Medikit (an item that usually doesn't consume an entire post to use). Since his Shotgun was empty when he started, and 4 posts occurred before his interrupt, his Shotgun will have a magazine of 4/9. Note that Player A does not get to reload a shell during his interruption post.
Cyclone: - Magazine Discharge: Magazine Discharge arms the Cyclone to expend the remainder of its clip in a huge and inaccurate burst. It is capable of inflicting massive damage, but is extremely inefficient. If a Magazine Discharge is declared, the attack will inflict damage equal to half the number of rounds left in the magazine, rounding fractions down. It will also consume all of the ammunition remaining in the clip.
Medikit / Medipack: - Healing: Both items heal damage in 5 point incrments. Healing cannot be used to exceed your max HP. Multiple doses can be used at once for a greater amount of healing. Healing does not use up a post, you may still attack in the same post.
Cheese: - Add to Max HP: Cheese adds +10 to the users Max HP. This does not increase your current HP at all.
Silencer: - Add Silent ability to certain weapons: Attaching a silencer to a weapon that is allowed to equip one will add the Silent ability to that weapon. Please note that if a player is using a pair of weapons, both must be equipped with Silencers in order for the weapons to have the Silent ability; firing one Silent and one normal weapon will still compromise the firer's position as normal. - Silent: Silent weapons are useful for sowing confusion among your foes, as it is difficult to tell where a shot originates from. If a player uses a silent weapon against a Simulant who is normally programmed to counterattack, the Simulant will become confused, and counterattack against a random target in the arena. This target could potentially be any player or Simulant active in the arena, including the attacking player, but excluding the countering Simulant (he will not shoot himself.)
Shield: - Defense: Shields will absorb 10 points of damage before being destroyed. Only one Shield can be in your possession at a time. If the last hit against a Shield exceeds the Shield's damage tolerance, the shot is stopped completely, the shield is destroyed, and no damage is carried over to the user. One-hit-kill weapons will instantly destroy a Shield, but will leave the user unharmed. - Negates Piercing: Shields are not physical armor, and so completely stop shots from Piercing weapons. The Piercing rule does not apply to a shielded target.
Respawn: - Auto-Revive: A Respawn will automatically restore 50 HP when the person carrying it is slain. Once used, the Respawn is destroyed. Only one Respawn may be carried at a time.
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Post by Draxas on Mar 12, 2004 16:25:08 GMT -5
New additions to the regular Armory:
Weapons:
Shotgun: $80 Single Blast: -10 damage Consumes 1 Shotgun Shell Double Blast: -20 damage Consumes 2 Shotgun Shells Clip Size: 9; Slow reload
Ammo:
Box of Shotgun Shells: 18 Shotgun Shells......$10
Notes:
Shotgun: - Slow Reload: It takes significantly longer to reload this weapon than a standard, clip-based gun. To reload the weapon, you must declare a reloading action as normal. Then, for every playing post made by another person, you will reload one round. This process will continue until the weapon is at full capacity, or you decide to interrupt the reloading process. If the process is interrupted (by performing any other action, including actions which usually do not require an entire post), you will have reloaded one round for every post in between your reloading post and your interruption post. You will not reload a shell during your own post. Example:
Player A has expended the entire magazine of his Shotgun, and so he declares a reloading action in a post. Let's assume that Player B posts, Player C posts, Player B posts again, and Player D posts, and then Player A decides he wants to use a Medikit (an item that usually doesn't consume an entire post to use). Since his Shotgun was empty when he started, and 4 posts occurred before his interrupt, his Shotgun will have a magazine of 4/9. Note that Player A does not get to reload a shell during his interruption post.
I will be periodically adding weapons to the regular Armory as I develop rules for them. Also note, that I have already developed rules (or stolen them from Bent00, credit where credit is due and all) for a number of rare weapons and items that will be available in limited quantities only. However, I will only post rules for these when I add them to the Armory for the first time, so as to keep them a surprise.
As always, suggestions are welcome, feel free to post them in the main topic in the General Board, or PM them to me.
Also, N3B or Raven, I see that Bent00 has started up his own ProBoards site for this game. Could someone ask him to check out this board? I would be most pleased to have his input, and I'm sure he would be interested in the rest of the PDBA. ;D Thanks!
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Post by Draxas on Mar 14, 2004 3:11:40 GMT -5
Yet another new weapon added to the regular Armory:
Weapons:
Cyclone: $80 Burst Fire: -5 damage Consumes 5 SMG Rounds Magazine Discharge: -* damage (see notes) Consumes all remaining SMG rounds in the clip Clip Size: 50 Can be doubled up
Ammo:
Box of SMG Rounds: 50 SMG Rounds......$10
Notes:
Cyclone: - Magazine Discharge: Magazine Discharge arms the Cyclone to expend the remainder of its clip in a huge and inaccurate burst. It is capable of inflicting massive damage, but is extremely inefficient. If a Magazine Discharge is declared, the attack will inflict damage equal to half the number of rounds left in the magazine, rounding fractions down. It will also consume all of the ammunition remaining in the clip.
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Post by Draxas on Mar 16, 2004 11:07:36 GMT -5
The first Rare Item has appeared!
Rare items are treated just like regular items, except they are available only in limited quantities. There will be a broadcast message in the arena when a Rare item is available in the shop.
No prices are listed for Rare items, as they are subject to change.
Rare Weapons:
PP9i Single shot: -2 damage Consumes 1 Pistol Round Clip Size: 7 Can be doubled up Can be silenced
CC13 Single Shot: -3 damage Consumes 1 Pistol Round Clip Size: 8 Can be doubled up
Reaper Reapage: -* damage (see notes) Consumes 10 Reaper Rounds Grinder: -2 damage; Close Combat Consumes no ammo Clip Size: 200
Callisto NTG Rapd Fire: -8 damage Consumes 8 SMG Rounds High Impact Shells: -5 damage; Piercing Consumes 2 SMG Rounds Clip Size: 32
Grenade Timed Fuse: -30 damage; Explosive Consumes 1 Grenade Proximity Pinball: -30 damage; Explosive; see Notes Consumes 1 Grenade Max Capacity: 10
dataDyne Combat Knife Slash: -2 damage; Close Combat Consumes no Knives Throw Poisoned Knife: -1 damage; Poison Consumes 1 dataDyne Combat Knife Max Capacity: 10 Can be doubled up
DMC Burst Fire: -6 damage Consumes 5 SMG Rounds Clip Size: 30 Can be doubled up Can be silenced
Psychosis Gun Inject: -0 damage; Psychosis Consumes 1 Psychosis Serum Clip Size: 8
Dragon Burst Fire: -9 damage Consumes 3 Rifle Rounds Proximity Bomb: -30 damage; Explosive Consumes the Dragon, as well as any ammo remaining in the clip Clip Size: 30
Rocket Launcher Rocket Launch: -30 damage; Explosive Consumes 1 Rocket Tracking Rocket: -30 damage; Explosive, Tracking Consumes 1 Rocket Clip Size: 1
Silver PP9i Single Shot: -10 damage; Piercing Consumes 1 Pistol Round Clip Size: 7 Can be doubled up Can be silenced
GE Rocket Launcher Rocket Launch: -30 damage; Explosive Consumes 1 Rocket Clip Size: 1 Can be doubled up
ZZT 9mm Burst Fire: -4 damage Consumes 4 SMG Rounds Clip Size: 32 Can be doubled up
KLO1313 Burst Fire: -2 damage Consumes 4 SMG Rounds Clip Size: 20 Can be doubled up
Hunting Knife Slash: -3 damage; Close Combat Consumes no Knives Can be doubled up
TS2 Crossbow Single Shot: -4 damage Consumes 1 Crossbow Bolt Clip Size: 4
SuperDragon Burst Fire: -9 damage Consumes 3 Rifle Rounds Clip Size: 30 Grenade Launch: -15 damage; Explosive Consumes 1 Grenade Round Clip Size: 6
SBP90 Burst Fire: -8 damage Consumes 8 SMG Rounds Clip Size: 64 Can be doubled up
K7 Avenger Burst Fire: -12 damage Consumes 3 Rifle Rounds Clip Size: 25
GE Grenade Launcher Grenade Launch: -20 damage; Explosive Consumes 1 Grenade Round Clip Size: 6 Can be doubled up
RC-P45 Burst Fire: -10 damage; Piercing Consumes 8 SMG Rounds Clip Size: 80 Can be doubled up
Phantom Burst Fire: -7 damage Consumes 5 SMG Rounds Clip Size: 50 Can be doubled up
AR34 Burst Fire: -12 damage Consumes 3 Rifle Rounds Clip Size: 30
Remote Mine Throw Mine: -0 damage (-30 upon detonation; Explosive) Consumes 1 Remote Mine Detonate: Detonates all active mines Consumes no ammo Max Capacity: 10
Cougar Magnum Single shot: -10 damage; Piercing Consumes 1 Magnum Round Clip Size: 6 Can be doubled up
Devastator Grenade Launch: -20 damage; Explosive Consumes 1 Grenade Round Wall Hugger: -0 damage (-20 on detonation; Explosive) Consumes 1 Grenade Round Clip Size: 8
Moonraker Laser Pulse Fire: -5 damage; Piercing Clip size: Infinite Can be doubled up
AR53 Burst Fire: -12 damage; Piercing Consumes 3 Rifle Rounds Clip size: 30 Can be doubled up
TS2 Rocket Launcher Rocket Launch: -30 damage; Explosive Consumes 1 Rocket Triple Rocket Launch: -* damage; Explosive (see rules) Consumes 3 Rockets Clip Size: 3
Timed Mine Throw Mine: -0 damage (-30 upon detonation; Explosive) Consumes 1 Timed Mine Max Capacity: 10
SciFi Handgun 3 Round Burst: -6 damage; Reflective Consumes 3 Plasma Shells Clip Size: 30
TS2 Shotgun Single Blast: -10 damage Consumes 1 Shotgun Shell Clip Size: 2 Can be doubled up
Rare Ammo:
Box of Reaper Rounds: 200 Reaper Rounds Box of dataDyne Combat Knives: 5 dataDyne Comabt Knives Vial of Psychosis Serum: 1 Psychosis Serum Box of Rockets: 3 Rockets Box of Crossbow Bolts: 10 Crossbow Bolts Box of Grenade Rounds: 8 Grenade Rounds Box of Plasma Shells: 30 Plasma Shells
Rare Items:
Cloaking Device: Turns the user invisible Armored Vest: Absorbs 10 HP of damage Body Armor: Absorbs 20 HP of damage Skedar Disguise Unit: Alters the user's appearance Shield Tech: Absorbs one attack Super Shield: Absorbs 30 HP damage Camspy: Observes other players Drugspy: Sedates other players
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Post by Draxas on Mar 16, 2004 14:51:18 GMT -5
New weapon for the regular armory:
CMP150: $30 Burst Fire: -4 damage Consumes 4 SMG Rounds Clip Size: 32 Can be doubled up
Also, please note that the price of the Magnum has increased a bit (it was too cheap for its power).
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Post by Draxas on Mar 17, 2004 17:36:13 GMT -5
New rare weapon is available:
CC13 Single Shot: -3 damage Consumes 1 Pistol Round Clip Size: 8 Can be doubled up
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Post by Draxas on Mar 17, 2004 22:25:31 GMT -5
A new weapon is available in the regular armory:
Sniper Rifle: $50 Single Shot: -5 damage Consumes 1 Rifle Round Clip Size: 8
And the ammo for it:
Box of Rifle Rounds: 30 Rifle Rounds........$10
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Post by Draxas on Mar 29, 2004 15:47:48 GMT -5
The first NPC weapon has appeared!
NPC weapons are weapons which players will not be able to use. Weapons in this section belong in the domain of Simulants only.
Claws(X) Slash: -X damage; Close Combat
Notes:
Claws: - Damage: Claws inflict a widely varying amount of damage, depending on what sort of foe they are attached to. Claws will be displayed on a character with a (X) after the name. The number that replaces the "X" is how much damage an attack will inflict. - Close Combat: Close combat attacks allow the user to automatically counterattack when attacked. Countering a counter is impossible, however. - Immunities: Claws will inflict no damage against mechanical targets, vehicles, or structures.
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Post by Draxas on Mar 30, 2004 23:56:53 GMT -5
A new Rare Weapon is available:
Reaper Reapage: -* damage (see notes) Consumes 10 Reaper Rounds Grinder: -2 damage; Close Combat Consumes no ammo Clip Size: 200
And the ammo:
Box of Reaper Rounds: 200 Reaper Rounds
Notes:
Reaper: - Damage: The Reaper is woefully inaccurate, almost to the point of randomness, and so inflicts damage in a special manner. When the Reaper is fired, it will inflict a random amount of damage between 1 and 10, inclusive. - Close Combat: Close combat attacks allow the user to automatically counterattack when attacked. Countering a counter is impossible, however. - Immunities: Attacks made using the Grinder will inflict no damage against mechanical targets, vehicles, and structures. This does not apply to the Reapage function, however.
Please note that both the Reaper and its ammunition are rare equipment, and will be sold as such.
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Post by Draxas on Apr 13, 2004 20:40:22 GMT -5
A new Rare Weapon is available:
Callisto NTG Rapd Fire: -8 damage Consumes 8 SMG Rounds High Impact Shells: -5 damage; Piercing Consumes 2 SMG Rounds Clip Size: 32
Notes:
- Piercing: Piercing attacks are more effective at penetrating certain types of armor. When piercing attacks encounter conventional armor (not shields), they inflict half normal damage against the armor, and half normal damage against the target's health. Fractional damage is rounded up against armor, rounded down against the target.
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Post by Draxas on Apr 21, 2004 23:20:35 GMT -5
Alterations have been made to the following weapons:
Falcon 2: Added ability to equip silencer CMP150: Added Follow Lock-on function, increased price by $10 Sniper Rifle: Added silencer PP9i: Added ability to equip silencer
Also, a new piece of equipment has been added to the regular armory:
Silencer: Makes certain weapons silent.......$10
Silencer: - Add Silent ability to certain weapons: Attaching a silencer to a weapon that is allowed to equip one will add the Silent ability to that weapon. Please note that if a player is using a pair of weapons, both must be equipped with Silencers in order for the weapons to have the Silent ability; firing one Silent and one normal weapon will still compromise the firer's position as normal. - Silent: Silent weapons are useful for sowing confusion among your foes, as it is difficult to tell where a shot originates from. If a player uses a silent weapon against a Simulant who is normally programmed to counterattack, the Simulant will become confused, and counterattack against a random target in the arena. This target could potentially be any player or Simulant active in the arena, including the attacking player, but excluding the countering Simulant (he will not shoot himself.)
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Post by Draxas on Apr 24, 2004 22:32:53 GMT -5
A new Rare Weapon is available:
Grenade Timed Fuse: -30 damage; Explosive Consumes 1 Grenade Proximity Pinball: -30 damage; Explosive; see Notes Consumes 1 Grenade Max Capacity: 10
Notes:
- Explosives: Explosives inflict major damage, but can be dangerous at close quarters. If an explosive attack is countered, or is used as a counterattack (mainly by Sims), the target still takes full damage. However, the firer also takes half damage as the blast splashes back onto them. - Proximity Pinball: Proximity Pinball Grenades are highly unpredictable. Do not designate a target when throwing a Proximity Pinball Grenade. Instead, each poster after the throw (including yourself! And Sim actions!) has a 10% chance of stumbling across the bouncing explosive, and setting it off. Note that the Explosives rule only applies to this type of throw if the Grenade goes off immediately after being thrown (in the next post). - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion. - Explosive device: Please note that Grenades are explosive devices as described in the above rule, and will be destroyed in the above manner.
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Post by Draxas on Apr 25, 2004 20:44:51 GMT -5
A new piece of Rare Equipment is available:
Cloaking Device: Turns the user invisible
Cloaking Device: - Invisiblility: Equipping a Cloaking Device will turn the user invisible for a limited amount of time. As soon as a Cloaking Device is activated, the user will remain invisible until either the Cloaking Device runs out of charges, they choose to deactivate the Cloaking Device, or they attack. When invisible, a player becomes very difficult to see, and thus hit. If a cloaked individual is targetted by an attack, their attacker only has a 10% chance of hitting their target. However, Cloaking Devices only have a limited lifespan. For each post a player is cloaked, the Cloaking Device expends one charge. Cloaking Devices normally start with 20 charges, so this translates to 20 posts worth of invisibility. However, this cloaking is disrupted when the cloaked individual attacks. If a cloaked individual attacks while cloaked, they become visible (and can once again be hit 100% of the time) for their post, and the next post. After that, the cloaking field makes them invisible once again. Also note that a Cloaking Device will not consume a charge during the post where the user attacks, but will consume a charge during the next post (as they recloak) even though the user remains vulnerable.
Example: Bob buys a Cloaking Device, and equips it, ending his turn. Bob is now invisible. Joe posts just after Bob, and attacks Bob with a Falcon 2. Since Bob is cloaked, Joe only has a 10% chance to hit him. The D10 is rolled, and comes up with a 7 (10 is a hit), so the attack misses, and Joe's bullet is wasted. During Joe's post, Bob's Cloaking Device consumed 1 charge, leaving it with 19/20.
Let us assume an entire day passes, and Joe is able to post again. He once again elects to attack Bob, this time with a punch. He once again has only a 10% chance to hit, and ends up with a 3, so the attack misses once again. Bob's Cloaking Device is now at 18/20 charges.
Bob now decides that he wants to attack Joe with a CMP150. Joe is not cloaked, so he immediately takes 4 damage. However, Joe is unarmed, and gets to counterattack automatically. Since Bob attacked, his cloak is not active, so Joe hits automatically for 0.5 damage. During this post, Bob's Cloaking Device remains at 18/20 charges.
Joe sees his opportunity, and in the next post, whips out his Shotgun, sets it to Double Blast mode, and lets Bob have it. Since Bob attacked during the last post, he is visible during this post, so Joe hits automatically, inflicting a hefty 20 damage. During this post, despite his being visible, Bob's Cloaking Device is reduced to 17/20 charges. However, starting in the next post, he will become invisible once more.
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Post by Draxas on Apr 27, 2004 21:35:14 GMT -5
Two new pieces of Rare Equipment are available:
Armored Vest: Absorbs 10 HP of damage Body Armor: Absorbs 20 HP of damage
Armored Vest / Body Armor: - Defense: Armored Vests will absorb 10 points of damage before being destroyed, and Body Armor will absorb 20 points of damage before being destroyed. Only one Armored Vest or Body Armor can be in your possession at a time, and you cannot have one of each at the same time either. If the last hit against either set of armor exceeds the armor's damage tolerance, the extra damage is carried over to the user. One-hit-kill weapons will instantly destroy armor, and also slay the user. Also note that both Armored Vests and Body Armor are physical armor, and are thus subject to the Piercing rule. In the case of armor being stacked with a Shield during an attack, the Shield will take damage first.
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