GypsyComet
Emperor Mongoose
Posts duplicated (by quotes) at http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=38801
I'm going to yank my posts out of this topic.
I'm going to yank my posts out of this topic.
Jame Rowe said:Intelligence augment: TL 9/Cr 500,000/+1, TL 11, Cr 200,000, +2, TL 13, Cr 100,000, +4, TL 15, Cr 75,000, +5. At TL 10 + they may be used to affect more than one attribute.
Infojunky said:Jame Rowe said:Intelligence augment: TL 9/Cr 500,000/+1, TL 11, Cr 200,000, +2, TL 13, Cr 100,000, +4, TL 15, Cr 75,000, +5. At TL 10 + they may be used to affect more than one attribute.
'Splain how one Augments ones Intelligence?
I can see implants improving things associated with intelligence, just not the base attribute.
Jame Rowe said:Axe
TL 9. Damage 3d6, mass 3, heft 1, Cr 70.
TL 11. Damage 3d6+2, mass 1.5, heft 0, Cr 80. Can be used in zero-G.
Further TLs lessen weight to a minimum of mass 1.
Mace
TL 9. Damage 3d6, mass 2.5, heft 1, Cr 70.
TL 11. Damage 3d6, mass 1.5, heft -1, Cr 80. Can be used in zero-G.
Further TLs lessen weight to a minimum of mass 0.75.
aspqrz said:You do realise that both the Axe and the Mace rely significantly on their mass to do damage?
Which makes making them lighter at higher TLs ... counterproductive ... :?
The problem was - and is - that speed is restricted by the human physio-phild said:And I'm no physicist, but isn't speed more significant than mass in determining impact?
Yep, as well as by increasing the length of the weapon, for examplealex_greene said:Or to simply increase the moment arm, by concentrating the centre of gravity as close to the striking edge as possible.
Not necessarily. Technology can provide some interesting solutions to shift mass inside - like a water filled bat in baseball.rust said:Therefore the only way to increase the power of the impact was - and is - to increase the mass of the weapon.
True, but this does not really change the problem, a heavier weapon ofkristof65 said:Not necessarily. Technology can provide some interesting solutions to shift mass inside - like a water filled bat in baseball.rust said:Therefore the only way to increase the power of the impact was - and is - to increase the mass of the weapon.
rust said:The problem was - and is - that speed is restricted by the human physio-phild said:And I'm no physicist, but isn't speed more significant than mass in determining impact?
logy, a human being can only reach a certain speed with its actions.
Therefore the only way to increase the power of the impact was - and is -
to increase the mass of the weapon.
AndrewW said:How about a small antigravity generator in the weapon? This is on most of the time as the weapon starts a downward swing it switches into reverse or just off and the full weight of the weapon delivers an impact. But is lighter to carry around and during the upward swing.
Ok, probably wouldn't really be concentrating on weapons of this type by the time this tech is available but a possibility.
You could even add a temporal factor, so that the mace has already hitphild said:Hell, let's have a trans-dimensional mace that uses micro jump tech to accelerate through 14 dimensions meaning that it hits with near relativistic mass (and the shockwave of that impact is also absorbed through 14D to ensure that the individual doesn't turn themselves into jelly when the mace actually hits) :twisted:
rust said:You could even add a temporal factor, so that the mace has already hitphild said:Hell, let's have a trans-dimensional mace that uses micro jump tech to accelerate through 14 dimensions meaning that it hits with near relativistic mass (and the shockwave of that impact is also absorbed through 14D to ensure that the individual doesn't turn themselves into jelly when the mace actually hits) :twisted:
(preferably several times) before the fight even started ... :lol:
aspqrz said:Jame Rowe said:Axe
TL 9. Damage 3d6, mass 3, heft 1, Cr 70.
TL 11. Damage 3d6+2, mass 1.5, heft 0, Cr 80. Can be used in zero-G.
Further TLs lessen weight to a minimum of mass 1.
Mace
TL 9. Damage 3d6, mass 2.5, heft 1, Cr 70.
TL 11. Damage 3d6, mass 1.5, heft -1, Cr 80. Can be used in zero-G.
Further TLs lessen weight to a minimum of mass 0.75.
You do realise that both the Axe and the Mace rely significantly on their mass to do damage?
Which makes making them lighter at higher TLs ... counterproductive ... :?
Phil