Do you think it is intended that you add your Brawn to the Repulsor fist's damage?
A repulsor grip provides one rank of the Defensive Stance talent and counts as a Brawl weapon with a damage of 8, a Critical Rating of 3, and the Concus- sive 1 and Slow-Firing 2 qualities. This weapon has the Slow-Firing 2 rule, meaning it can only be used once every third round. This means that while a character may still make Brawl attacks when this weapon is “recharging” he does so without any benefits from the weapon—he simply makes an unarmed melee attack.
It says damage of 8, not damage of 8+, but I don't know if there is another instance in the rulebooks that uses a "+" in a descriptive text, so in my opinion this could be read both ways.
Also, I know of only two melee weapons that do not add Brawn, and that would be a Beamdrill and the Electromag-Pulse Disruptor . With those two it makes sense not to add Brawn to damage, since the Beamdrill has Cumbersome 4 (meaning it takes all of your strength just to wield it, and everybody who has ever used a pneumatic drill will agree with me) and the Electromag-Pulse Disruptor use a Burst of electricity and has the Ion quality. Even Blast Knuckles - that literally explode outwards - add Brawn.
Conclusion:
On the one hand, the possibilty of a character with Brawn 5 using one of those and starting with 12 damage is scary, on the other hand there are (cheaper) ranged weapons that deal more damage and are not restricted with slow firing 2, and in addition, you know, aren't restricted to engaged.
Just looking for somebody elses opinion on the matter.
Ps: I know that Brawn 5 is not the limit, but is a more realistic example than adding stim application and the cybertech talent for a Brawn 8 or 9 character (which could actually happen in my group in the foreseeable future.)
Edited by derroehre