![]() ![]() In order to speed up our rounds we've simply settled on an "anything moving faster than a walking pace is -6 to hit" houserule, because palladium combat takes a long time per round as it is and we were breaking out calculators a lot. I have two cosmos in my game run by very invested players and I want to make sure they always have that level of fun that comes from living up to the Star-Superman ideal, punching meteors, eye beaming bottled demon missiles away, and wrestling with starfighters. I mean I as a GM can make it happen through the power of temporary narrative power up and the like, but stilll. ![]() ![]() So surely there's an element I'm missing here? The Fleets book talks about seven cosmo knights being instrumental in repelling a Dominator Star Fortress, though. I would understand if the answer was simply "Nope, cosmo knights hide from bigger stuff as much as any squishy CCW pilot". How does a Cosmo-Knight hold up vs starships that inflict hundreds of thousands of damage with Neutron or Fusion cannons and have thousands of MDC? Even a high level Knight is sporting only the 500mdc cosmic armor and a few rounds of perhaps 3d6x50 Cosmic blasts. Has the Cosmo-Knight been revised since the original printing of Phase World? I ask this, because having looked at the Fleets of the Three Galaxies and the Minion War books (like the demon knight) I am not fully certain about the much-debated super power of the Cosmo. ![]()
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