Post by Parvizal on Nov 13, 2015 15:10:11 GMT -5
Hi, I recently bought the game and the wording on this site makes it seem like there's the same weapons in the expansions as in the base file. I came up with some ideas.
Plasma cannon: This weapon would do a little damage on the turn that the unit is hit by it, but then on the following turn the plasma would burn through some of the armor. For example, a light plasma cannon would hit only one or two blocks of armor on the turn it's hit, but then on the affected units next activation it would destroy all the adjacent blocks of armor.
light plasma:one block, next turn the adjacent blocks are destroyed
Medium: Two side by side blocks, next turn the adjacent blocks are destroyed
Heavy: three blocks, next turn the adjacent blocks are destroyed
Flame thrower: This would do very little damage but would cause mechs that are hit to generate extra heat
Light: One block hit, 1 extra heat
Medium: One block hit, 2 extra heat
Heavy: Two blocks hit, 3 extra heat
Not a really large range. Mostly to be a nuisance rather than a damage maker. Think of it, a troop transport popping infantry out with a flame thrower behind a mech. If the mech didn't want to take damage, this severely limits options.
These following two weapons should probably be limited to the left and right arm hardpoints:
Bludgeoner: This weapon would be a cheap close-range option that doesn’t generate heat and that you can bash your opponent’s units with.
Light: Three side by side blocks one block in
Medium:Two rows of three side by side blocks
Heavy: 5 blocks side by side, Three blocks in
The hit might have to be that the first block in the upper row of the Dp to hit an armor block is where the attack will hit. That’s confusing. YOu do an attack as normal and you roll for the hit location as normal but the first block that is hit by the upper row on the Dp is where the attack is made. For example, a laser made quick work of the armor that the other unit had and the hit location was 4. The critical systems area is exposed. the attacking mech attacks again and rolls hit location 4 and it’s using the bludgeoner. There is still a lot of armor on the sides of the laser and when the bludgeoner hits the armor block on the 3 row. The attack would stop there and damage would be applied. Why would this be effective to get? If your critical systems are hit and you lose this, its not as bad as having another roll that would potentially destroy your mech. Plus (there might be some disagreement) it’s pretty fun to bash your opponents units to bits in other games, why not this one?
Laser sword: Another close range weapon, but this would generate heat. This would make a sort of diagonal Dp across the armor, but not blow it out. However, if two damage profiles leave some armor isolated, that armor would go, because it would fall out.
Light: 3 blocks Diagonal
Medium: One block more powerful than light
Heavy: 2 blocks more powerful than light.
Why? MWAHAHA! GUT YOUR ENEMIES!
Sniper rifle: This weapon would require the IWTS, and have a superior range. if the target is hit, the attacker may choose to flip the die result to the opposite face to change the hit location. Given that light mechs cannot mount a IWTS, I didn’t bother making a light version.
Medium:Three blocks in
Heavy: 3 blocks side by side and 2 down the middle.
This is probably the one that would be difficult to impossible to balance. Take this into account while reading this.
Nanobot swarm: Short range , but some of the armor you hit heals your unit. Like the bots are using the other mech as material for repairing yours. You would determine the blocks repaired by rolling a d10 and putting it on the complimentary hit location.
Light: Dp: same as light missile, Maybe 1 block healed.
Medium:Dp: same as light, but two blocks healed
Heavy: Dp: same as cannon light, but would heal 3 blocks
This could also be used that you could heal other units with some of the armor of the unit that equipped this. Troops could equip this but gain the blocks in strength value. The troops cannot go over their strength value, but other units could go over their original Armor.
Well if you’re reading this, Congratulations, You survived through this ridiculously long post. Or you skipped to the bottom. Either way works. Now, I know that there was already a post with newer weapon ideas but that was like 2 years ago.
Anyway, please respond! Tell me if you like them or hate them or what you think should be changed.
Plasma cannon: This weapon would do a little damage on the turn that the unit is hit by it, but then on the following turn the plasma would burn through some of the armor. For example, a light plasma cannon would hit only one or two blocks of armor on the turn it's hit, but then on the affected units next activation it would destroy all the adjacent blocks of armor.
light plasma:one block, next turn the adjacent blocks are destroyed
Medium: Two side by side blocks, next turn the adjacent blocks are destroyed
Heavy: three blocks, next turn the adjacent blocks are destroyed
Flame thrower: This would do very little damage but would cause mechs that are hit to generate extra heat
Light: One block hit, 1 extra heat
Medium: One block hit, 2 extra heat
Heavy: Two blocks hit, 3 extra heat
Not a really large range. Mostly to be a nuisance rather than a damage maker. Think of it, a troop transport popping infantry out with a flame thrower behind a mech. If the mech didn't want to take damage, this severely limits options.
These following two weapons should probably be limited to the left and right arm hardpoints:
Bludgeoner: This weapon would be a cheap close-range option that doesn’t generate heat and that you can bash your opponent’s units with.
Light: Three side by side blocks one block in
Medium:Two rows of three side by side blocks
Heavy: 5 blocks side by side, Three blocks in
The hit might have to be that the first block in the upper row of the Dp to hit an armor block is where the attack will hit. That’s confusing. YOu do an attack as normal and you roll for the hit location as normal but the first block that is hit by the upper row on the Dp is where the attack is made. For example, a laser made quick work of the armor that the other unit had and the hit location was 4. The critical systems area is exposed. the attacking mech attacks again and rolls hit location 4 and it’s using the bludgeoner. There is still a lot of armor on the sides of the laser and when the bludgeoner hits the armor block on the 3 row. The attack would stop there and damage would be applied. Why would this be effective to get? If your critical systems are hit and you lose this, its not as bad as having another roll that would potentially destroy your mech. Plus (there might be some disagreement) it’s pretty fun to bash your opponents units to bits in other games, why not this one?
Laser sword: Another close range weapon, but this would generate heat. This would make a sort of diagonal Dp across the armor, but not blow it out. However, if two damage profiles leave some armor isolated, that armor would go, because it would fall out.
Light: 3 blocks Diagonal
Medium: One block more powerful than light
Heavy: 2 blocks more powerful than light.
Why? MWAHAHA! GUT YOUR ENEMIES!
Sniper rifle: This weapon would require the IWTS, and have a superior range. if the target is hit, the attacker may choose to flip the die result to the opposite face to change the hit location. Given that light mechs cannot mount a IWTS, I didn’t bother making a light version.
Medium:Three blocks in
Heavy: 3 blocks side by side and 2 down the middle.
This is probably the one that would be difficult to impossible to balance. Take this into account while reading this.
Nanobot swarm: Short range , but some of the armor you hit heals your unit. Like the bots are using the other mech as material for repairing yours. You would determine the blocks repaired by rolling a d10 and putting it on the complimentary hit location.
Light: Dp: same as light missile, Maybe 1 block healed.
Medium:Dp: same as light, but two blocks healed
Heavy: Dp: same as cannon light, but would heal 3 blocks
This could also be used that you could heal other units with some of the armor of the unit that equipped this. Troops could equip this but gain the blocks in strength value. The troops cannot go over their strength value, but other units could go over their original Armor.
Well if you’re reading this, Congratulations, You survived through this ridiculously long post. Or you skipped to the bottom. Either way works. Now, I know that there was already a post with newer weapon ideas but that was like 2 years ago.
Anyway, please respond! Tell me if you like them or hate them or what you think should be changed.