![]() 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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