are explosives one-time use assets?Do they represent 1 grenade, 1 mine, or 1 unit worth of explosives?

are explosives one-time use assets?Do they represent 1 grenade, 1 mine, or 1 unit worth of explosives?

are explosives one-time use assets?Do they represent 1 grenade, 1 mine, or 1 unit worth of explosives? How limited is their use?

5 thoughts on “are explosives one-time use assets?Do they represent 1 grenade, 1 mine, or 1 unit worth of explosives?”

  1. Ah heck. I really could have sworn that I had written that. Did it get lost in the shuffle? Also I can’t believe no one brought it to my attention in the past 3 years.

    Anywho: You have multiple Explosives. You run out of explosives as a cost (7-9) or when narratively appropriate (you dump your whole grenade belt). Charges are faster to use up (a few packs of Space-C4 or whatever).

  2. Great. Thanks! on an unrelated note, I’d love to be able to see an example of what a biomod or cybermod would look like with the ‘amplifier tag’ as there are none with that tag in the book.

    Amplifier

    ‘Increases memory, attention, thought speed, and the range of supernatural abilities.’

    All of that? Wouldn’t every pilot want an amplification mod if they could react faster because of it?

    Clearly, there are risks involved with these modifications, and they’re not readily available, probably cost an arm and a leg, etc. But who wouldn’t want all of these benefits?

  3. Amplifier was intended as a catch-all “Brain upgrade”. As far as examples:

    Biomod: Doctor Julian Bashir from Deep Space 9 was genetically enhanced from a very young age to have all those abilities (minus the supernatural because he doesn’t have any). His parents got into major legal trouble and his career kinda dead-ended when people found out.

    Cybermod: Simon Illyan from Bujold’s Vorkosigan Saga has an advanced eidetic chip installed in his brain which gives him near-perfect situational assessment, memory, and recall.

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