However, I didn't stop there with my
Archaeloid. I really wanted to ensure that he was difficult to
escape, so I looked at a few other weapon choices. The primitive bola
seemed an excellent choice—this throwing weapon consists of weights
on the ends of interconnected cords, which can entangle a target and
prevent them from running. Another weapon I selected was the whip. It
doesn't have the range of the Glob Pistol or the bola, but I could
use it to entangle or trip any opponent within two squares. Tripping
them put them in the prone position, which causes them to suffer a -1
penalty against melee attacks and requires them to expend their
movement just to stand up again. All of this is music to the ears of
a dedicated melee fighter. I had decided to make my Archaeloid a
martial artist, so I purchased a pair of spiked gloves and spiked
boots (which both give me armor-piercing for unarmed attacks) and I
selected the Thrust Kick talent so he could seriously kick
some...yeah. But, I also know that being a one-trick pony can really
backfire in Solar Echoes, so I played it safe and bought a couple
long-range weapons: a Phoenix Blaster which fires energy rays, and a
handy revolver, which would not only work well with my Quick Draw
talent, but also added a little flavor for my Archaeloid—he seems
to prefer low-tech fighting methods. Plus, I had fun imagining him
walking around with a 10-gallon hat and a southern accent. Howdy,
y'all!
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