Ove Carlsson wrote:
> After looking through the rulebooks and browsing the Q&A (or Q&P
> judging
> from the latest answers from Jervis) I'm still at at loss at how to
> deal with half firepower for disrupt weapons since they don't have
> any firepower; they have disrupt.
> Do I roll half the number of dice or only count 5 and/or 6 as a blast
> marker (instead of 4,5,6), or something completely different?
>
They are SHW, which means they need to "lock on" before they fire. To
do so, throw 1d6 per weapon. On a 4-6 the weapon may fire as normal.
Otherwise it just adds SHW fire for Blast Markers effects but has no
other effects. This applies to ALL SHW class weapons (Disrupts, AT,
Death Ray, Barrage etc.)
--
Sillyness is the last refuse of the doomed. P. Opus
http://www.spellbooksoftware.com
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Received on Thu Apr 09 1998 - 12:54:04 UTC