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Heightened gravity, damage and liquid nitro..???
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atgxtg
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PostPosted: Sun Jun 06, 2010 1:40 pm    Post subject: Reply with quote

[quote="Leon The Lion"]
atgxtg wrote:

I can't agree with you here. I'm aware this is a somewhat (probably a lot even) stretched explenation, but it worked for me so far, so: With lethal weapons you can easily explain not doing any damage after the soak roll by the hit not being solid enough to do significant damage in the first place.


The same could hold true for a blast of liquid nitrogen. The really cool "freeze solid-shatter into a million pieces" thing is more of a factor of the objects being really small and being immersed for a bit of time.




Quote:
If the character was just splashed with it - okay, it would work.


That was pretty much my concept of it. Just being splashed or even given a good squirt from a hose. Anything more severe is probably like falling to into the freezing chamber.

Just like a torch. In most D6 books a torch does 1D6 damage, not likely to inflict any injury in D6 SW, but burning someone at the state would do more damage, and eventually kill the character.

Leon The Lion wrote:

Oh, I got the thing about the armor being damaged and lowered. What I was asking about was an unarmored character, since, logically, the same thing that happened to the armor should happen to your exposed skin, muscles and bones. Reducing the character's STR by the damage code each round could very well work. Wookie-sickle indeed Razz And I'd do the same for acids.


Reducing the STR is a possibility. As least for the area afflicted. For the most part the damage would be superficial-unless the character was given prolonged contact somehow.
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Esoomian
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PostPosted: Sun Jun 06, 2010 1:49 pm    Post subject: Reply with quote

Of course there are some species that can survive the vacuum of space for a limited time )like the Givin. Would they be immune to liquid nitrogen for a similar time?
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atgxtg
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PostPosted: Sun Jun 06, 2010 3:47 pm    Post subject: Reply with quote

Esoomian wrote:
Of course there are some species that can survive the vacuum of space for a limited time )like the Givin. Would they be immune to liquid nitrogen for a similar time?


I'd expect so. But maybe not for quite as long. One thing that liquid nitrogen has going for it, over a vacuum is that it does conduct heat away much faster (much like being in cold water can produce hypothermia faster than being in cold air of the same temperature). Maybe half as long?

One really nasty thingis tthat if liqni is allowed to boil off very quickly in a contained/pressured space it can have explosive results.
Spaceships are contined/pressured areas, as are things like orbial or even floating platforms (Cloud City). So if someone could seal off the area around the liqni tank storage, and place a thermal detonator on or near a tank, the the effect could be phemenomenal.
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mdlake
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PostPosted: Sun Jun 06, 2010 5:27 pm    Post subject: Reply with quote

Having played with nitrogen bombs in college (Kids, don't try this at home!) and taken a few splashes, I'd have to agree liquid nitrogen isn't a realistic threat. Prolonged exposure, sure. But if you can hold the PCs down long enough to hose them properly with the rapidly boiling liquid, you can hold them down long enough to hose them with pretty much anything you like: acid, poison, molten copper... whatever.

But then, when did Star Wars bow to mere scientific plausibility? If the Empire can flash-freeze Han Solo, it can flash-freeze your PCs. Skip the liquid nitrogen and spray them with whatever flows through the pipes in a carbon freezing chamber; the damage rating is [whatever would worry your players]D+2.

Still, I prefer the suggestions to date for making the armor a liability rather than seeking to overpower it. Don't turn up the heat too high or too fast. A heavy hand will generate push-back: "We had these cool suits of armor, and now the GM is trying to take them away." Ideally, the nuisance will be fun to play out, and make for an interesting trade-off versus no armor, rather than becoming an outright curse. For that, you'll need variety.

Freeze the joints, increase the gravity, fry the servomotors...what else? Maybe magnetize the chamber where the trap is sprung? That way the imperial troops aren't affected as they would be with high G or pools of liquid nitrogen; it's just the armor that gets pulled to the floor when some junior officer in the control room flicks a switch. Or pulled to the ceiling. Maybe dropped. Repeatedly. This technique doesn't work too well unless you can count on luring the PCs into fighting on the ground of your choosing.

Microdroids home in on the armor. From cover, an impie flings a fistful into the air and with an ominous vip! noise they whip through the air and attach with a ping! to the PCs' armor. Just making them explode on the spot is more sensible, but making them count down for a few rounds first is more dramatic. Or is that too close to crossing the "no assassin droids" line?

Start letting wild dice cause the armor to malfunction in a dangerous manner. A PC is sprayed with hot lubricant and takes damage every round--no armor bonus, obviously. The central spine goes haywire and leaves the PC flaying helplessly without cover--no dodging in this state, obviously. The power pack bursts.

Mynocks or some such get into the gear between adventures, requiring expensive repairs.

The armor had a history before getting stripped from battlefield corpses and sold on the black market and refurbished for sale to the PCs. Maybe some ornery elite (i.e., PC-caliber) veterans take issue with the PCs using it.

A clever Impie commander matches a dedicated comm line to the suits' broadcast frequency--let the PCs hear their conversation squawking over a speaker or comm set after taking down the high command.

The PCs have to fit through a hole too small for the armor. They can come back and pick up the armor, of course, though that means taking on some additional risk.

Customs agents begin using gear designed specifically to detect suits like this after reports of dangerous rebels using them to attack Imperial forces.
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garhkal
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PostPosted: Sun Jun 06, 2010 11:18 pm    Post subject: Reply with quote

Quote:
Freeze the joints, increase the gravity, fry the servomotors...what else? Maybe magnetize the chamber where the trap is sprung? That way the imperial troops aren't affected as they would be with high G or pools of liquid nitrogen; it's just the armor that gets pulled to the floor when some junior officer in the control room flicks a switch. Or pulled to the ceiling. Maybe dropped. Repeatedly. This technique doesn't work too well unless you can count on luring the PCs into fighting on the ground of your choosing.


I ike the magnetizing suggestion. Would one of those 'car wreck yard' like crane mounted magnets work?
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atgxtg
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PostPosted: Sun Jun 06, 2010 11:21 pm    Post subject: Reply with quote

garhkal wrote:
Quote:
Freeze the joints, increase the gravity, fry the servomotors...what else? Maybe magnetize the chamber where the trap is sprung? That way the imperial troops aren't affected as they would be with high G or pools of liquid nitrogen; it's just the armor that gets pulled to the floor when some junior officer in the control room flicks a switch. Or pulled to the ceiling. Maybe dropped. Repeatedly. This technique doesn't work too well unless you can count on luring the PCs into fighting on the ground of your choosing.


I ike the magnetizing suggestion. Would one of those 'car wreck yard' like crane mounted magnets work?


They did that in a episode of Clone Wars. Very effective.
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Hellcat
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PostPosted: Mon Jun 07, 2010 12:34 am    Post subject: Reply with quote

One of the problems with liquid nitrogen and damage is a matter of time. Liquid nitrogen doesn't mean instantaneous freeze, though it freezes things far faster than the norm. I'd probably go with damage based on the number of rounds continously hit by the liquid nitrogen then hit by a sudden impact (using just a PC or NPC's STR rather than STR + however many D the weapon may add,). 1D per round, so as there are twelve rounds in a minute if the target can be hit for a full minute then that'd be 12D damage plus their STR. So if they have an STR of 3D then they'd deal 15D after a full minute. Even if they can only hit the target for a single round with the liquid nitrogen they'd still be able to do 4D damage.

Another thing you might try is the optional combat rules in Rules of Engagement. The first option on a skill damage bonus is if the character succesfully rolls to hit the target, subtract the attack difficulty from the succesful roll and then add the result to the damage roll. So if there's a difficulty of 14 to hit the target and the charater makes a succesful attack roll of 38 and then roll 17 on their damage roll, you add 24 (38-14) to 17 to get a damage roll of 41 So now instead of rolling to resist 17 they've got to roll to resist 41. So if the PCs are regulary rolling in the 20s or 30s to resist damage this could potentially change things up.
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