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    <title type="text">Alpha Omega Forum</title>
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    <rights>Copyright (c) 2011</rights>
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    <id>tag:alphaomegathegame.com,2011:11:16</id>


    <entry>
      <title>Field Ranks</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/1175/" />      
      <id>tag:alphaomegathegame.com,2011:index.php/forums/viewthread/.1175</id>
      <published>2011-11-14T15:20:32Z</published>
      <updated></updated>
      <author><name>Karelzarath</name></author>
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      <![CDATA[
        <p>I did a search of the forums but came up with no clear answer. According to the book, you need 10 challenging uses of a Field&#8217;s Skills before you can buy ranks in it. This has the side effect of making all Field training time and Trust free. Is this the intention, or is the discount only applied to challenging uses over the minimum of 10?
</p>
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      </content>
    </entry>

    <entry>
      <title>Vehicles and Damage</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/1173/" />      
      <id>tag:alphaomegathegame.com,2011:index.php/forums/viewthread/.1173</id>
      <published>2011-09-26T04:55:08Z</published>
      <updated></updated>
      <author><name>Gripheenix</name></author>
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      <![CDATA[
        <p>So, the other day, my group sat down for a while, and did a mission in our current campaign.&nbsp; Said mission consisted of escorting a cargo caravan, with a Scarab in the lead.&nbsp; Of course, the caravan was attacked, but this encounter brought up a lot of questions.&nbsp; The attackers were using shotguns, for the most part, and within a couple rounds, basically destroyed the Scarab, which is supposed to be a heavily armored vehicle.&nbsp; Since it was wiped out so fast, we thought that, perhaps, we misunderstood the mechanics, and went back to re-read.&nbsp; Therein, lies the real question.</p>

<p>Basically, the vehicles have two sets of health:&nbsp; The armor, and the chassis.&nbsp; It is stated that if any one side of the chassis&#8217; SI is reduced to zero, the vehicle ceases to operate.&nbsp; It is also stated that &#8216;once the armor is destroyed, the chassis begins to take damage.&#8217;&nbsp; The problem is, the armor stats have both Damage Thresholds, and Damage Resistance, which we know how to deal with very well, on personal armor.&nbsp; Basically, we started out treating them much the same, where if the damage exceeded the armor&#8217;s threshold, it went through to the chassis.&nbsp; However, this ended in the front end of the Scarab having 7 SI left in its chassis, while the armor was still at 60.&nbsp; One more average shot would have done it in, and the mission would have been failed.&nbsp; I pointed out, while looking at a few things, that the Power Armor, when played according to the above situation, was just a $300K jetpack, as one would only need to hit one face for around 20 damage, before the suit was rendered incapacitated.&nbsp; Thus, if this is truly how the mechanic works, regarding vehicles, then I fail to see why <i>anyone</i> would bother with them.</p>

<p>So, the question is:&nbsp; Were we actually using this mechanic correctly, or does the vehicle armor&#8217;s Damage Resistance basically work as a second threshold, or are we missing something entirely?
</p>
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    </entry>

    <entry>
      <title>Explosives Skill</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/1152/" />      
      <id>tag:alphaomegathegame.com,2011:index.php/forums/viewthread/.1152</id>
      <published>2011-06-24T17:38:37Z</published>
      <updated></updated>
      <author><name>Karelzarath</name></author>
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        <p>When would you make an Explosives check and what would the result tell you? I was reading through the book and it seems like another of the &#8220;deal damage&#8221; skills, but none of the explosives listed have a DR listed nor is there any information in the skill description to give me an idea. Is it just a roll against an arbitrary DR? Would a high roll result in more damage or more localized damage?</p>

<p>Enquiring minds want to know. <img src="http://2010.alphaomegathegame.com/images/smileys/wink.gif" width="19" height="19" alt="wink" style="border:0;" />
</p>
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    </entry>

    <entry>
      <title>Augmentations And You</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/1171/" />      
      <id>tag:alphaomegathegame.com,2011:index.php/forums/viewthread/.1171</id>
      <published>2011-09-14T18:59:56Z</published>
      <updated></updated>
      <author><name>Karelzarath</name></author>
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      <![CDATA[
        <p>I was running through a thought experiment while bored at work and came up with a few questions I didn&#8217;t have a good answer to.</p>

<p>If a character gets an augmentation that raises their Core Quality, are subsequent CDP spent to raise that Core Quality priced on the pre-augmented score or the post-augmented score? Do augmentations allow a character to exceed their racial maximums? Do Core Quality raises from augmentations raise a character&#8217;s Physis?
</p>
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    </entry>

    <entry>
      <title>Concentration checks &#45; base DR&#63;</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/1137/" />      
      <id>tag:alphaomegathegame.com,2011:index.php/forums/viewthread/.1137</id>
      <published>2011-04-29T08:31:25Z</published>
      <updated></updated>
      <author><name>Sterno</name></author>
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      <![CDATA[
        <p>I couldn&#8217;t find another post on this, so I apologize if it&#8217;s been answered before. What&#8217;s the base DR for a concentration check if you&#8217;re wielding and get shot? The skill description says the concentration check DR goes up by 1 for each point of damage you take, but goes up by 1 from what? What&#8217;s the base DR for the check?</p>

<p>Thanks.
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Radiation Exposure</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/1165/" />      
      <id>tag:alphaomegathegame.com,2011:index.php/forums/viewthread/.1165</id>
      <published>2011-08-15T15:52:02Z</published>
      <updated></updated>
      <author><name>Ahrimanus D'Vrim</name></author>
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      <![CDATA[
        <p>This is coming up possibly soon in my current campaign and I can&#8217;t find anything on radiation effects. I&#8217;ll just make it up as I usually do but I&#8217;m just wondering if i&#8217;m missing it or if there plans to be something on this in the future. Will be posting up my campaign soon and updating the wiki on the southern area the campaign is taking place in when I don&#8217;t have to worry about one of my PCs seeing it online <img src="http://2010.alphaomegathegame.com/images/smileys/wink.gif" width="19" height="19" alt="wink" style="border:0;" />.
</p>
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    </entry>

    <entry>
      <title>Thinking about a home rule for Active Defense</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/1011/" />      
      <id>tag:alphaomegathegame.com,2010:index.php/forums/viewthread/.1011</id>
      <published>2010-09-13T11:21:25Z</published>
      <updated></updated>
      <author><name>Sterno</name></author>
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      <![CDATA[
        <p>Something about the way Active Defense works doesn&#8217;t feel natural to me. Since you have to declare Active Defense in place of your action, it leads to weird timing situations based on when your active segments are and how you rolled initiative. I&#8217;m considering house-ruling that you can actively defend against any incoming attack (assuming you aren&#8217;t surprised) so long as you have unspent dice left, without ever having had to spend your turn actually declaring an active defense. It eliminates the guesswork from when you should decide to waste your active segment dodging. I realize for some they might like this &#8220;strategic&#8221; aspect of the game, where you have to decide exactly when dodging is a good idea, but I&#8217;m not sure it works for my group. </p>

<p>Can anyone see a way that letting people dodge without declaring an action to do so could lead to a horribly broken game?
</p>
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    </entry>

    <entry>
      <title>Grenade Variations</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/1163/" />      
      <id>tag:alphaomegathegame.com,2011:index.php/forums/viewthread/.1163</id>
      <published>2011-08-09T15:16:57Z</published>
      <updated></updated>
      <author><name>KaneSolo</name></author>
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      <![CDATA[
        <p>Ok, I just wanted to throw an optional rule out for your home use until the equipment guide comes out.</p>

<p>Characters are able to purchase variant grenades for play using the same rules as the existing grenades, just changing the &#8220;flavor&#8221; of the grenade or even changing the damage type.</p>

<p>Example, using the Standard Fragmentation Grenade as a base, you can create an Incendiary or Frost grenade.<br />
The stats are exactly the same (including cost) except that you change the damage type to Energy instead of HVK.</p>

<p>Have fun!
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Couple Qs before our first walk through</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/1151/" />      
      <id>tag:alphaomegathegame.com,2011:index.php/forums/viewthread/.1151</id>
      <published>2011-06-10T23:56:13Z</published>
      <updated></updated>
      <author><name>Sommerjon</name></author>
      <content type="html">
      <![CDATA[
        <p>Have our first walk through tomorrow and I wanted to double check on a couple of things.</p>

<p>1.&nbsp;  Say we have a pistol that does 2d8 and can fire 4rds/segment Player fires at a baddie and all 4 rds hit.&nbsp; That would be a total of 8d8 damage?
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Wielding questions</title>
      <link rel="alternate" type="text/html" href="http://www.alphaomegathegame.com/index.php/forums/viewthread/823/" />      
      <id>tag:alphaomegathegame.com,2010:index.php/forums/viewthread/.823</id>
      <published>2010-01-13T15:43:40Z</published>
      <updated></updated>
      <author><name>vladmech</name></author>
      <content type="html">
      <![CDATA[
        <p>Hey all, just picked up the book a week ago, our group made characters last night, and we just had a couple questions on wielding that were not easily resolved:</p>

<p>1)&nbsp; Base DR for Wielding.&nbsp; Is it just the sum of all the initial modifiers, or is there a number that&#8217;s tacked on to everything that we missed?</p>

<p>2)&nbsp; Wielding cat time.&nbsp; If I do a full-segment action in segment 3 to start casting a spell that has a 4 segment cast time, when does it go off?&nbsp; Do you could the casting segment, so it goes off in segment 6?&nbsp; Does it start right after that one, so it goes off in the next segment 1?&nbsp; Does it only count segments that you can act in, so it goes off in S3 two turns later?&nbsp; (Hopefully not this one)&nbsp;  A couple other people here leaned toward it being the first option, but wanted to see if there were any other thoughts on it.</p>

<p>3)&nbsp; Alpha and Omega sources.&nbsp; It states they can only affect the opposite, but Alpha also says it can heal and stuff.&nbsp; Does that mean it can only heal damage caused by Omega source, or is the healing/curing type stuff applicable to any non Omega creature?
</p>
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    </entry>


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