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
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