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FASA Games, Inc. • Cybernetics Lights and Flash
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Cybernetics Lights and Flash

Posted: Sat Dec 01, 2012 11:24 am
by MBdS
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?

Re: Cybernetics Lights and Flash

Posted: Fri Jan 25, 2013 7:33 am
by Calvin
Those are two of the odd pieces of cybernetics I can't find a reason for in the old cybernetics rules system. It's a flashlight, or a very strong blinding flashlight.

Re: Cybernetics Lights and Flash

Posted: Mon Feb 25, 2013 7:04 pm
by Bogie
Thanks, I will take a look at them and see if we can make it better, or at least logical.

Re: Cybernetics Lights and Flash

Posted: Wed Feb 27, 2013 12:31 am
by Bogie
Yeah read that over again today and really not happy with it, especially for something that is essentially a high-beam flashlight. :) I've got some things in mind for errata though so what it will probably be is something a little less costly and more clearly defined.