Massive Mechanical Traps

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Wraith

Virtuoso
Per the Rulebook :
Alliance Rule Book said:
Massive Mechanical Traps: Massive mechanical
traps represent collapsing ceilings,
rockfalls, giant scythes, and other such contraptions.
They are completely immoveable and
have a minimum size of 3’ by 3’ by 3’.
Anyone struck by any part of the trap when
it goes off takes the full damage of the trap.
Massive mechanical traps must be rebuilt after
they are set off and cannot be re-armed.
Massive mechanical traps are usually represented
with pillows, plastic trash bags filled
with newspapers, and other soft items.?

Bolding mine.

I read this and come away with the impression that the intent of the rule is for massive mechanical traps to be used as set-pieces for mods, and thus not actually 'exist' until placed where they should be for the mod. That said, is it possible for a PC to carry around an 'unset' tagged massive mechanical trap rep in order to set it up somewhere else?

Also regarding PCs using this sort of trap, given that this is the last remaining trap that requires actual physical contact, should a marshal not be involved in inspecting such a setup for safety purposes before approving it for use?

Thank you.
 
The "completely immoveable" verbiage refers to the trap once it is set (as opposed to other traps, which may be moved up to 5' without going off once set). Otherwise it would be impossible to ever set up a MM trap, which is plainly not the intent.

As with any other prop or physrep, players should take care to verify with appropriate parties as to the safety of any object which might come into contact with another player in a forceful fashion - whether balloons, the edges of metal armor, or a weapon.

-Bryan Gregory
ARC
 
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