CSC Grenades

Right. I don't want to figure out the what correct price of every item should be.

I bought the book so that I "DON"T" have to work out the game stats of every piece of equipment I use in the game. I am perfectly capable of designing all my own stuff, I just don't want to do so. I have more than enough work with all the other aspects of the game.

The convoluted logic that some people use to support inconsistant rules and obvious errors truly amazes me. I always try to correct errors, and clarify unclear rules as I come across them. I never have an agenda other than other than having a clear and consistant set of game rules.
 
While the grenade prices in the book may be inconsistent, it still doesn't dismiss the fact that Terry hasn't called his buddy Jeff in Palm Springs in a really long time, and he should email him!!!! Please drop me a line bro, I haven't heard from you forever! jeffgeraci@aol.com
 
justacaveman said:
The convoluted logic that some people use to support inconsistant rules and obvious errors truly amazes me.
Quoted for truth ... :wink:
 
More importantly, what about the damage issue?

There are two issues in the explosives section alone that I can think of, both of them plasma.

Directed Plasma warheads are supposed to do double base warhead damage and get the Ultra-AP quality. The plasma missile launcher is a directed plasma weapon but it does 8d6 damage--the basic damage for the size of launcher. Shouldn't it be 16d6 with Ultra-AP?

(Off topic--if a "directed plasma" warhead does AP, why doesn't a plasma or fusion gun get AP qualities?)

justacaveman already pointed out the issue with the basic plasma warhead--it says triple damage over base value. That's probably too powerful, but the plasma grenade does the same damage as a frag grenade.

This brings up the greater issue with CSC -- generally speaking, there seems to be a conflict between the "introduction" sections of the various weapons chapters and then the actual descriptions of the weapons. For example, in the introductory section to small arms, you can buy "anti-armor ammo" that gives standard rifles the AP quality. DSAP rounds then supposedly can be purchased to give the rifle the Super-AP quality. In the text and tables of the rifle descriptions, however, it seems like anti-armor ammo is forgotten entirely.

What's up with that?!
 
The DSAP/AP thing I figured was deliberate, as all other rifles can fire DSAP afaik, but the ACR DSAP rounds are only AP not Super AP as they are supposed to be smaller rounds physically to start with. Just how I run it though.

Also the grenade price thing, I run them as a price for 5-6 of any type of grenade and it seems balanced that way. I just assumed the prices were higher as they were for packs and didn't bother reading to find out how many were in them and assumed 6 for my players.

Also for things like the Directed plasma stuff, I just assumed it was a design thing, less damage with higher AP for the missle due to a design change, and the intro sections containing general rules for all weapons, not special cases. I kinda figured the plasma missile was the equivalent of a shaped charge head, directing the plasma differently to the standard version, hence the higher ap and lower damage.
 
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