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Maeldur et'Kavurik
Moderators: Immortals, Supreme Beings, Old Ones
Maeldur wrote:Ok, after doing multiple searches with different attempts at various descriptions and word alterations, I have yet to find a sufficent answer to an intersting question/dilemma i encouterd with the Bio Juicer from the Jucier worldbook. Given that the Bio-Juicer has Supernatural str High enough to receive a H2H punch attack of 8d6 MD and has 2 claws on his forearm armor which do 2d6 MD per claw, does the juicer do 12d6 MD on the punch? Also, similar question just in general about Supernatural Str and say Rune weapons. Assuming a High enough Supernatural Str to do 1d6x10 MD and a Rune weapon that does 5d6 MD, when the hit occurs, is the Damage 1d6x10, 1d6x10 + 5d6 or just 1d6x10 MD? Also, the Rifts GM book seems to infer that when a pc or npc with a sufficent str to do more damage than the weapon he is wielding, the damage is the higher of the two plus the bonus dmg from the ps of the character. Just a curious question I've been wrestling with. Perhaps I've missed something somewhere. Lol, im only Human
Maeldur et'Kavurik
Tyciol wrote:Claw/Weapon damage + Normal Punch Damage.
It's always been like this as far as there's been a MD table for those with supernatural strength.
It's always been like this in SDC systems as well.
The new book confuses things, the old ways are best.
Rimmer wrote:Ever since i started playing Rifts many moons ago, have always played that a 1D6 punch dmg adds to the 2D6 vibro blade for a total damage of 3D6, wasent even aware of any other way to play ?
Rimmer wrote:Ever since i started playing Rifts many moons ago, have always played that a 1D6 punch dmg adds to the 2D6 vibro blade for a total damage of 3D6, wasent even aware of any other way to play ?
Zylo wrote:I've always seen weapons as levers to amplify the strength of the weilder, so stronger means potential for more damage. Since there isn't a "bonus" on robotic or supernatural strength, it's just easier to add the base punch damage.
Zylo wrote:Now I like that. A limiting factor is a great idea. I think there is a rule for that, for supernatural strength and normal weapons, where they can break if you do too much damage, but it's in Palladium Fantasy. It should very well apply to MDC weapons in Rifts. Did that rule make it into the GM's guide?