Cybernetics Lights and Flash
Posted: Sat Dec 01, 2012 11:24 am
One of my character has been built with the Flash cybernetics implant. After looking at the table and rules, it seems that to have Flash the character needs to have Lights, first, and it suffers from a poor impagination trouble (Flash both in 2e and Player's Guide is listed immediately below Lights, even in the new cybernetics table on Player's Guide). Even because only Lights define a possible range of effect, while Flash gives no clue on its range.
Also, Lights, apparently it can be used every round, and if it is built with self powered and and power generator, basically the character can round around blinding enemies. Maybe a shut down time after every use, would be appropriate. Written as is it can be easily built as blinding always on item... And if the character are in Vuldrok space it would be just too dangerous an item.
Ideas? Some official ruling about it?
Also, Lights, apparently it can be used every round, and if it is built with self powered and and power generator, basically the character can round around blinding enemies. Maybe a shut down time after every use, would be appropriate. Written as is it can be easily built as blinding always on item... And if the character are in Vuldrok space it would be just too dangerous an item.
Ideas? Some official ruling about it?