Ranger Archive
Thread: Blow Gun in first box of Ranger Trapping, new darts in each box
I don't know about darts being all that useless.
It's not the dart that does the damage, it's the poison on the dart that does the damage. Just ask Combat Medics about how useful poisons can be.
On the other hand, you might have a point about blowguns not being powerful enough. I'd say make some nice dart based poisons, with blowgun cert early on, say box 1 with pistol range mods, Dart Pistol with Carbine Range mods in box 2, and Dart Rifle with rifle with rifle range mods in box 3. These weapons should not work with the pistoleer, carbineer, or rifleman professions however--the focus of the weapon is completly different. You could also say that normal darts cannot affect creatures with any armor, and that 'medium' darts will affect AR1(needs dart pistol to fire), Heavy Darts affect up to AR2(dart rifle), and...given the giant creature phenomenom of starwars, a Jurasic Park-esq Poison Missle launcher for truely large creatures. (don't think they were in the movie, you might have to read the book for the fun scene with the shoulder fired tranq darts that Muldoon put the T-rex down with 5 seconds after it started it's rampage...T-Rex was so not a big deal in the book)
I agree that a creature with an armor rating should only be able to be affected by something higher than a thrown dart. Of course, traps like adhesive mesh and glow-wire that are supposed to leave a film on the outside of the critter should work on any critter, along with things like blind, etc aren't armor dependent, but putting a needle of poison through the hide of the critter should be.
Could there be an additional dart (or dart power-up that increases the effectiveness of the dart we have) that would be acquired from a combat medic who has poisons that are much better (or at-least feel that way by the way it knocks me down) than those that we can make out of organics and bone?