SET UP
JUNGLE Terrain
Equipment and Stuff :
They come across each other by chance. Both are from South America...
Who wins in a straight up fight between these Two ? WHY ?
Moderators: Immortals, Supreme Beings, Old Ones
Grinning Demon wrote:Keep in mind that KS stated that everything in SA and SA:2 was over-powered and to reduce MDC, damage, etc by 25%. The updated/nerfed versions of these power armors can be found in the GM's guide.
Mack wrote:Depends on the roll of the dice, and if the GM allows a called-shot missile strike to the Boom Gun.
Balabanto wrote:My answer is, it depends on how realistic the encounter is run. If the GB wins initiative, he does a full move on his first action and hunkers down in the jungle, reconcealing himself every time. Every time the Nazca comes in low to look, he shoots. If he destroys enough terrain with the boom gun to create a fire zone, he wins.
If it's a straight up cinematic shoot-em up, the Nazca armor probably wins.
Grinning Demon wrote:It'd come down to rolls I agree, but I'd still give a slight edge to the GB simply because it has superior MDC and does better damage. You're also forgetting the boom gun would deafen the Nazca Pa pilot for 1d4 minutes which means -8 to initiative and -3 to strike and parry. Each blast of the boom gun also adds to the duration of the deafness.
The armor can be magically "empowered" with a simple verbal command from inside the suit. However the magical energy reserve has its limitations. The magically enhanced armor is only available for a total of eight hours a day (24 hour period). This means the pilot should not squander the power and use it only when going into certain battle. Once activated, the extra protection will remain until turned off. When reactivated, it will heal any damage from earlier battles. Once all the magic mdc has been depleted, the physical armor is vulnerable to attack and destruction. The armor however fully regenerates to maximum mdc at the begining of every new 24 hour period.
TechnoGothic wrote:Well the Nazca PA is more Robot Vehicle like in how the pilot operats it. The Pilot Sits in the chest in a seated position. Its more of a humanoid Vehicle than PA.
TechnoGothic wrote:GB more MDC ?
Not really.
TechnoGothic wrote:The Nazca when Energized has 600 MDC for up to Two hours or turned off.
Whenever the Nazca PA reactivates the energized effect it automatically Heals Every bit of mdc back to 600. Even the physical mdc is instantly repaired.
When reactivated, it will heal any damage from earlier battles. Once all the magic mdc has been depleted, the physical armor is vulnerable to attack and destruction. The armor however fully regenerates to maximum mdc at the begining of every new 24 hour period.
Giant2005 wrote:After the first two attacks, the GB will have delivered an average of 210 damage with his Boomgun reducing the NAZCA PA to 590MDC. In those same two attacks, the NAZCA would inflict an average of 400 damage with his missiles reducing the GB to 370MDC.
It would take the GB an average of 6 more attacks to destroy the NAZCA PA with an average of 105 damage each attack.
It would take the NAZCA PA an average of 8 more attacks to destroy the GB with an average of 50 damage each attack with his Machine-Gun.
In a straight up brawl the GB has the advantage.
There are only two ways the NAZCA can win:
1) if the GB notices his attacks are doing no noticable damage, he may scrap the Boomgun and fight via other means. The GB would then lose.
2) If the NAZCA can reload his missiles within 4 melee actions, he would win.
Giant2005 wrote:Eight missiles of 2D4x10MD damage each, fired in volleys of four for an average of 200MD per attack over two attacks.
I see your problem, you are saying the average damage of the missile is the maximum/2 but it is the (minimum+maximum)/2.
Yeah I didn't think reloads were an option which is why the GB wins - I have no idea how long it would actually take to reload the missiles.
Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.
Nightmask wrote:Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.
The Nazcan armor only has 600 MDC and that's when energized, not 800. Head shots aren't that easy to make, and he's certainly not going to pull off something like that to eliminate a GB in two attacks. You do have to worry about knock-down from a GB strike meanwhile the GB is stabilized and not going to lose attacks from the same deal.
Giant2005 wrote:Nightmask wrote:Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.
The Nazcan armor only has 600 MDC and that's when energized, not 800. Head shots aren't that easy to make, and he's certainly not going to pull off something like that to eliminate a GB in two attacks. You do have to worry about knock-down from a GB strike meanwhile the GB is stabilized and not going to lose attacks from the same deal.
SA head shot isn't too hard to make if you are willing to take a hit and do a silmutaneous attack. Considering the NAZCA PA has magical protection that costs nothing to repair, I can't see that being much of an issue to them.
The Nazca gets 200 MDC from it's structure plus 600 MDC on top of that, the book is pretty specific on that "The higher number is the magic M.D.C. that is available at the beginning of every new day for a maximum of 8 hours. Once the magical M.D.C is depleted or the time limit reached, damage comes off the number in parentheses." So they have to destroy the 600 magical MDC and then start on the Armor's base 200 MDC.
Nightmask wrote:Giant2005 wrote:Nightmask wrote:Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.
The Nazcan armor only has 600 MDC and that's when energized, not 800. Head shots aren't that easy to make, and he's certainly not going to pull off something like that to eliminate a GB in two attacks. You do have to worry about knock-down from a GB strike meanwhile the GB is stabilized and not going to lose attacks from the same deal.
SA head shot isn't too hard to make if you are willing to take a hit and do a silmutaneous attack. Considering the NAZCA PA has magical protection that costs nothing to repair, I can't see that being much of an issue to them.
The Nazca gets 200 MDC from it's structure plus 600 MDC on top of that, the book is pretty specific on that "The higher number is the magic M.D.C. that is available at the beginning of every new day for a maximum of 8 hours. Once the magical M.D.C is depleted or the time limit reached, damage comes off the number in parentheses." So they have to destroy the 600 magical MDC and then start on the Armor's base 200 MDC.
You're reading that wrong, that 600 is the total MDC that's possible when active, it's not something you add on top of the base MDC. 'This is what's available' means 'this is what your MDC is when active', otherwise it would explicitly state 'you add this to your base MDC when active'.
Giant2005 wrote:It says the higher number (600) is the magical MDC, it says that when that magical MDC (600) is depleted the damage comes off the number in paranthesis (200). There really isn't any other way to read it.
TechnoGothic wrote:Not that it matter much anyways...
All the Nazca PA has to do is Turn off the magical field and reactivate for Maximum MDC Instantly.
This can be done over and over as long as the mdc of the field have not been used up before "deactivation" of the field. If the field even has 1 mdc left and is deactivated then reactivated it regains it all.
The 200 mdc of the physical body is healed at the begining of every 24 hour period if it has been damaged after the magical mdc has been used up.
Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.
TechnoGothic wrote:Mack wrote:Depends on the roll of the dice, and if the GM allows a called-shot missile strike to the Boom Gun.
Well the Missile Rifle use Laser guided Rockets. POINT. AIM with LASER. FIRE... Rocket Hit where Laser was aimed at.
Nightmask wrote:TechnoGothic wrote:Not that it matter much anyways...
All the Nazca PA has to do is Turn off the magical field and reactivate for Maximum MDC Instantly.
This can be done over and over as long as the mdc of the field have not been used up before "deactivation" of the field. If the field even has 1 mdc left and is deactivated then reactivated it regains it all.
The 200 mdc of the physical body is healed at the begining of every 24 hour period if it has been damaged after the magical mdc has been used up.
That's not how the Nazcan power armor's energized field works, you can't turn it off and restart it and get a clean slate back to 600 for nigh-infinite MDC. That's no more possible than turning off and instantly restarting a Naruni Force Field to get instant full MDC. You can't, however much damage it takes it has a set time to recover and simply shutting off and turning back on won't wipe the slate clean and restore it instantly to full power.
The Power Armor can be magically "empowered" with a simple verbal command from iside the suit. However, this magical energy reserve has its limitations. The Magically enchanced armor is only avaiable for 8 hours a day (24 hours period). This means the pilot should not squander the power and use it only for certain battle. Once Activated the Extra Protection will remain until Turned off.
When reactivated, it will heal any damage from earlier battles. Once all the magic mdc has been depleted, the physical armor is vulnerable to attack and destruction. The armor however fully regenerates to maximum mdc at the begining of every new 24 hour period.
TechnoGothic wrote:Nightmask wrote:TechnoGothic wrote:Not that it matter much anyways...
All the Nazca PA has to do is Turn off the magical field and reactivate for Maximum MDC Instantly.
This can be done over and over as long as the mdc of the field have not been used up before "deactivation" of the field. If the field even has 1 mdc left and is deactivated then reactivated it regains it all.
The 200 mdc of the physical body is healed at the begining of every 24 hour period if it has been damaged after the magical mdc has been used up.
That's not how the Nazcan power armor's energized field works, you can't turn it off and restart it and get a clean slate back to 600 for nigh-infinite MDC. That's no more possible than turning off and instantly restarting a Naruni Force Field to get instant full MDC. You can't, however much damage it takes it has a set time to recover and simply shutting off and turning back on won't wipe the slate clean and restore it instantly to full power.
I will Quted how it Does Work...The Power Armor can be magically "empowered" with a simple verbal command from iside the suit. However, this magical energy reserve has its limitations. The Magically enchanced armor is only avaiable for 8 hours a day (24 hours period). This means the pilot should not squander the power and use it only for certain battle. Once Activated the Extra Protection will remain until Turned off.
When reactivated, it will heal any damage from earlier battles. Once all the magic mdc has been depleted, the physical armor is vulnerable to attack and destruction. The armor however fully regenerates to maximum mdc at the begining of every new 24 hour period.
READ It. If the Pilot turns it off, and reactivats it, it will heal any damage from earlier battles.
Only when the empowered mdc is depleted completely (without being turned off, or 8 hours is used up) is the physical armor vulnerable to harm. Then and only then does the nazca heal physicaly to full mdc at the begining of every 24 hour period.
NOTE ...
The Armor of the SUN as a simulair ability, yet it makes note to mention that the the Armor of the Sun carries over damage from oe activation to the next activation...
While the Nazca PA does not mention that damage is carried over from one activation to the next activation. Yet the Nazca says "When reactivated, it will heal any damage from earlier battles. in fact. Meaning it can Turn off the Magical Empoered mdc, then turn it back on for instant new mdc at maximum levels.
It is MAGIC, not a technology based Forcefield. Its more like the Magic Invulnerablity tattoo or Armor of Ithan spell which can be recast for instant for full mdc also.
Magic-Based Field, not Science-based Force Field...
Killer Cyborg wrote:Also, the GB can do a block sacrifice, letting his arms take the damage.