I have just a few leftovers to discuss from this issue, starting with this page of Texas Tyler. Two things: one, kicking over the table is good strategy because, if it hits it could be a disarming attack, and even if it misses it will still serve as soft cover. Two, until the henchmen reveal themselves, Tyler doesn't have to worry about anyone else and can beat on Croker with a chair to his heart's content. After the henchmen reveal themselves, then Tyler has to save vs. plot to keep dealing with Croker, and otherwise has to deal with the henchmen first.
These filler pages are handy for statting air transportation in the game, particularly the cruising speeds listed here.
And lastly, this is Spike Marlin, holed up in the armory of a bunch of gunrunners. The "high-powered" rifle is likely a Gun +1 or a rifle doing trophy weapon damage (1-8 or better). The way he's picking them off like rabbits makes me think the gun is +1, for the attack bonus.
Trophy weapons are supposed to be rare, so that Spike picked the one Gun +1 in the entire armory just by chance seems unlikely. However, the Editor could have given him a 1 in 6 chance of grabbing the right one by random, like finding a secret door, or could have allowed him a skill check to evaluated each rifle until he got to a better-than-average one.
Throwing oil into an enclosed room with Heroes is sound strategy; Spike would take 1-8 points of damage per turn spent in the room until leaving.
(Scans courtesy of Digital Comic Museum.)
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