wyrmraker wrote:Now, imagine the 6 round long burst of APRJ rounds. Or the plasma shells. Suddenly a lot of fun is looking even more possible.
I'm not sure how to imagine it. A 2-shot burst doing damage x 2 doesn't necessarily mean a 6-round burst will do damage x 6 (however fun it sounds).
Shark_Force wrote:if you're at longer range? invulnerability (on someone else) or impervious to energy (on yourself) will make you immune to the energy weapon anyways
E-clips do not only power energy weapons, they also power some non-energy weapons. New West 175 includes some "Light Rail Guns" which use them as a power source instead of a nuclear power pack like heavier rail guns use.
Then you also have e-clips that power force fields. I'm not sure if a called shot to a hand-held weapon would trigger a force field defense (not sure about the radius, I would think yes on small/short weapons but not sure about really long ones) but I bet the force field generator itself (and its e-clips) would be protected... But if you destroy e-clips non-force-field people are holding, it prevents them from giving it to the guy with the force field to renew his field.
Also: taking out enemy energy weapons can help save team-mates or property, even if you yourself are protected.
Plus: that Invulnerability/ItE isn't going to protect your armor unless it's built in as a TW modification (the basic spell only protects the person, only Impervious to Fire mentions protecting gear, and doesn't require TW)
Also again: the explosion caused by an e-clip going boom probably has some kind of physical aspect to it, which may bypass ItE/Invulnerability at least partially. A bit unclear on that. The e-clip does have a physical casing so I would think that could provide a fragment component, but then again, plasma missiles also have a casing and they don't, so I'm not sure. But I think plasma missile casings are meant to give way and not interfere with the plasma while an exploding e-clip isn't designed to give way so I think it would fragment.
Shark_Force wrote:if you're at close range, there are better options. magic net either hits the target (and 1d6-1 others) or they spent an action to dodge... in which case they didn't shoot, and your next action comes up.
Or they all simultaneously attack you as you do it
Or they're Juicers.
Shark_Force wrote:which you can spend on another magic net. a spell which, i might add, does not cost you two actions to cast and therefore cannot be interrupted by getting shot before you can cast it
Huh, good point. I was going to say that level 7 spells are 'right over the cusp' but I'm thinking 1-6 from RMB, forgot that RUE changed the low-level spells to 1-5. Am guessing that KS' suggestion in FoM to count levels 1-8 all as low-level no longer applies.
In this case: pretty sure casting SPA via Talisman or via a TW item (like the Deathbringer sword) might allow it in 1 action, but those would be rare scenarios. More mages are also going to know a level 4 spell than are going to know a level 7 one. Magic Net seems like a more accessible solution, but if we are talking in terms of "I have access to the rare" then in ideal terms (and casting level 1-8 spells via Talisman is always more ideal than casting them from scratch, assuming same spell strength/level) SPA seems better.
In casting-naked terms, Magic Net has an appreciable speed advantage, agreed. I would Magic Net first and then SPA second in an emergency.
In the case where you are ambushing someone, aiming/casting time isn't a factor on the first action, so SPA is advantageous there.
Shark_Force wrote:(of course, both invulnerability and impervious to energy require two actions as well... but those actions can be taken from total cover and are therefore much harder to interrupt).
Is one unable to spend the 1st action casting SPA under cover and only come out of cover on 2nd action to launch it?
Shark_Force wrote:as for dispel magic barriers, that assumes there is even someone around who can cast it (not that common)
It's the same level as Invulnerability or Sub-Particle Acceleration.
Shark_Force wrote:and that they didn't get hit (magic net prevents you from acting apart from purely mental actions if you're hit. you can't dispel magic barriers from inside it.
The spell does not say you are unable to act apart from mental action. It says you are 'helpless and unable to attack or defend'.
However it also says that "it takes a full two melee rounds to cut or blast out".
The phrase "blast out" is something you would expect to see when someone is blasting from within to escape. "I'm blasting out". Even in the phrase "I'm blasting you out" it is still the "you" doing the "out".
Casting an escape or dispel spell may not qualify as either an 'attack' or a 'defense'. Seems more like a mobility/transportation thing.
Even if it said utter physical mobility (and inability to attack or defend does not necessarily indicate that) the Underseas rules on silent-casting allows you to do it with pure mental chanting. Dunno if this bypasses the 'gestures' aspect in RUE though.
If you wear a Talisman with dispel magic barriers you could just activate that though.
Shark_Force wrote:there might be an argument you could make for the escape spell, but imo it would probably mention magic net if it worked).
Not sure if net entanglement (magic or otherwise) falls under the scope of the Escape spell. It's not given as one of the examples.
Shark_Force wrote:if your goal is to kill them, you may wish to try mental blast. it is also a 1-action spell, which means you can cast 2 by the time your single sub-particle acceleration would go off, and it cannot be interrupted.
Ah, that spell first mentioned in Wormwood but which did not appear until FoM
At level 1 it does have greater range as SPA, but SPA outclasses it at level 2 and beyond.
It's ineffective if the guy's wearing PA, and while a lot of PA will resort to using built-in weapon systems rather than e-clips, some of the cheaper suits don't come with weapons, or come with ones that are less effective than separate weapons, so they'll still be using e-clips and vulnerable to their sabotage.
Even for those in body armor that are vulnerable to Mental Blast, they get a savings throw vs Psi to half the damage. Even in that case, an average of 8.75 dmg direct to HP is nothing to sneeze at for most folk. Less of an advantage against MDC creatures though. For naked guys using energy weapons (like Gargoyles)
I will give props to this having great stealth though, since only psychics can detect the attack and only Melters/Bleeders can do it well enough to know who the attack is from. Spells like this help to justify CS paranoia about mages. It's as bad as those Mind Bolts people toss about, or worse since basic armor isn't a protection. *thinks CS should put those 2 million SAMAS to use on all grunts as a defense against this spell*
Range is a huge deal though. The 120ft range of a level 2 Mental Blast means the mage has to get close enough for a 5th level dog boy to sense him (without using powers) while the 200ft range of a level 2 SPA means it would take a 9th level one to sniff you out.
This also means that a level 8 SPA could be launched from far enough away that a level 1 Dog Boy could not smell you while using the spell. You'd have to cast at level 70 strength (or get some kind of range amplication from a ley line/nexus which would mess with scent anyway) to be able to get this benefit from a Mental Blast. The level-scale favors SPA.
Shark_Force wrote:10d6 damage direct to hit points will kill most normal people, so you're in pretty good shape with that, plus there's no indication where it is being cast from
You have to touch bare flesh to double the 5D6, so I would think "that guy touching my skin" would be some indication.
If you're talking about casting 2 Mental Blasts then it's worth pointing out this will net you 30 PPE while SPA only costs 20. SPA e-clip wrecking is also area-effect so it can wreck the guy's weapons (including non-energy ones like vibro-blades or pump-action grenade guns). This obviously is not as much of an advantage if you're fighting a guy without a full e-clip to target though.
As the Psi-Slinger is the only guy with the ability to sense how much is in an e-clip, there is a risk that you are making a gamble on this being a possibility when you target it. Otherwise, you may just recharge the e-clip and help out your enemy.
There is of course another means: if you know how many shots an e-clip provides and are able to see the read-out on the gun (some have digital shot displays) you could tell how full a clip is that way. Shot amounts can vary based on short/long/FSE/canister which could complicate estimations. Being able to tell if a gun is loaded with a short/long/FSE/canister could solve this. As to how: sounds like some kind of "Lore:Weapons" type thing. Not sure if the WP skill would be enough, might require a 'Recognize Weapons Quality' or similar.
Shark_Force wrote:something which is *not* noted as a feature of sub-particle acceleration
If you launch a surprise attack, people may be too disoriented by the exploding E-clip to remember what direction they might've seen the blast coming from. Perception rolls would be needed. Although odds are a dog boy will sniff you as soon as you begin to cast, it's a bit unclear to me how long it takes these guys to hone in on a scent: could they do it within 2 melee actions?
Shark_Force wrote:since it does not have to go through their armour or deal with the GI joe rule, it is likely also faster (unless you're dealing with a target that actually has a lot of hit points... specifically hit points, not SDC, though).
We're still talking a single-target situation right? SPAbooming a group is speedy.
If people are able to react to your mental blast attack at all (you have a point about the stealthiness) they'll do so after the first one, so you're on bar with the SPA at that point, even if the 2nd shot will get off faster in your case.
Course if you are not silent casting then it might be easier to perceive a guy waving hands / mumbling from 110ft away than it is from 200ft away. At 1st level the SPA guy has to be closer so he'd be a bigger target.
Shark_Force wrote:simply put, it is easier to neutralize the enemy by making their weapon ineffective (as well as the weapons of their allies), and it also does not destroy valuable loot.
Mental Blast doesn't make weapons ineffective, it compromises their user. I figure you're back to talking about Magic Net at this point.
I agree that Magic Net and Mental Blast are better loot-retainers than direct damage spells. I'm talking about pure 'most effective survival fight for your life screw the money' situations. E-clips alone are valuable, so in making a strategy around blowing them up, I'm clearly ignoring the monetary advantages of different spells that don't need to blow up an e-clip.
If I was talking about pure damage spells I'd revert to discussing Power Bolt since it has better range than Sub-Particle Acceleration. Being level 6 it used to be low level but as of RUE I guess it's mid-level now. 2 actions before and after
This is harder to dodge than a magic net. It's a blue beam so it's not covert like a Mental Blast, but it also doesn't require exposing yourself to the dangers of closer range to use. Kind of on par with using an L-20 pulse rifle to shoot someone.
Shark_Force wrote:doesn't sound that risky to me once they are literally incapable of hurting you.
That's the case whether Mental Blast or SPA kills someone. But we're talking, on the first surprise attack, 5d6 to HP versus 1d6x10 MD or 2d6x10 MD. Which is more lethal does depend on the character.
If the person does survive the first hit though, the lower-range attack is in range of a wider measure of counter-measures. It could make the difference between whether or not your target is able to throw a grenade or a vibro-deadball or a low-caliber weapon at you.
I do defer that the 'undetectible except to Bleeders/Melters' bit is an amazing advantage in terms of attacking someone who does not know you are an enemy. Short of a Psi-Hound/Stalker intervening and going "this guy is the only person around here casting magic!" you could get away with murder pretty easily.
Going to say it sucks when you want to tango with someone in PA though.
Shark_Force wrote:i just don't really see sub-particle acceleration as being a great offensive spell in terms of blowing up e-clips (though it is certainly better for that than it is as a direct damage spell).
It seems pretty good as a direct damage spell too. Power Bolt kills it in range, of course, but the great low-level damage means that for stuff like Call Lightning to compete, the caster would have to be higher level, at which point SPA would then have a bigger range than Call Lightning (locked at 300)
Shark_Force wrote:and as can be seen from the posts of others, it is quite likely that the rules will be ignored on how it works and you won't be able to blow up your enemy's e-clips from range with no save allowed anyways.
If you think it's likely that people will ignore rules when the spells allow easy kills then people could similarly ignore the rule about Mental Blast being able to bypass armor and may nerf it to a touch-only spell.
"People are likely to ignore canon" isn't much of an argument about what spells are great in canon.