Johannes wrote: > Tranquilizer rules that i have found (in Ultratech 3e) are not really > giving the effect i want.
Hello Johannes, are you talking about a 3E game? > There tranq rounds kost fatigue, and AFAIK the effect is immedatly and > overdoses have no reprecussions. VE191, sleep gas works immediately on a failed roll, otherwise more slowly. Bestiary, pp 67-68, but that assumes the tranq round will be tailored to the target. OTOH, it does have a crit table. > So shooting someone with lots and lots of tranq rounds is, assuming the > target has no armour that makes this completly pointless, tactically > better then with ordinary rounds (after all with some good HT rolls, the > target might still act, with negative HP opposed to 0 fatigue) and the > fact that there is no danger to the target solves a lot of ethical > problems nicely. My Traveller character used to carry snub pistols, with tranq for soft targets and HEAT for hard ones. Switching magazines too late could be embarassing, however. Re tactical options, in enclosed spaces like starships you don't even have to hit with the tranquilizer, as long as it is a tranquilizer gas round as implied by VE (but not GT 2nd edition). Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
