Post by elando on Feb 6, 2009 7:57:53 GMT -5
Equipment
Weapons:
Boltok Pistol: WM +3, 3x damage, range 3, -2 stones penalty if fired twice in one panel. One handed weapon. Must be reloaded after 6 uses.
Gorgon Burst Pistol: WM +3, 2x damge, Collateral Damage, range 3, 1 target per panel. One handed weapon. Must be reloaded after 4 uses.
Snub Pistol: WM+2, range 3. One handed weapon. Must be reloaded after 6 uses.
Lancer Assault Rifle: WM+3, Collateral Damage, range 4. Two handed weapon. Must be reloaded after 5 uses.
Hammerburst Assault Rifle: WM+3, 2x damage, range 4. Two handed weapon. Must be reloaded after 4 uses.
Longshot Sniper Rifle: WM+5, 1 target only, enhanced vision 2 (telescopic), range 5, Two handed weapon. Must be reloaded after each use.
Scorcher: WM+2, Damage over time (1+ stone to all attacks against target every panel if target is damaged by Scorcher. Target can "Drop and roll" to put out flame but this requires a full panel to do.), range 2, 2x damage. Two handed weapon. Must be reloaded after 3 uses.
Torque Bow: WM+3, Area of effect, 3x damage to hit target no bonus on targets effected by Area of effect, range 3. Two handed weapon. Must be reloaded after each use.
Gnasher Shotgun: WM+3, range 2, Area effect. Two handed weapon. Must be reloaded after 5 uses.
Boomshot Grenade Launcher: WM+5, Area effect, Collateral Damage, Range 4, 3 shot use (After being used 3 times, must be discarded) Two handed weapon. Must be reloaded after every use.
Mulcher Chaingun: WM+4, Collateral Damage, Range 4, requires 1 panel to prepare, Overheats if used for 3 panels in a row and cannot be used for 2 panels while it cools down. Two handed weapon. Must be reloaded after 8 uses. Can be reloaded once.
Mortar: WM+5, Area effect, range 5, Requires 1 panel to prepare, can shoot over obsticles, 3 shot use. Two handed weapon. Must be reloaded after every use.
Bologrenade: WM+3 (If used at range) WM+1 (If used in close combat), Area effect, Sticky (If in close combat you can designate to "Stick" the target rather than just droping the grenade at their feet. When attempting to Stick a target you take a -2 penalty to hit but target will take full damage if stick is successful.) One handed weapon.
Ink Grenade: WM+3, Damage over time (Anyone who stays in the range 2 cloud will suffer automatic 1 stone of damage per panel. Ink cloud stays for 2 panels.) Area effect. One handed weapon.
Lancer Chainsaw Bayonet: WM+2, If attack hits target takes full damage.
Combat Knife: WM+3, One handed weapon.
Butcher's Cleaver: Combersome (-1 stones to all attacks), Two-handed weapon, 3x damage.
Mauler's Flail: Combersome (-2 stones to all attacks), 2x damage, Area effect, One handed weapon.
Armour:
COG Armour with Helmet: +2 Toughness, +1 Targetting (+1 to all ranged attacks, all the time, everytime.)
COG Armour without Helmet: +2 Toughness, +1 Reflexive Dodge.
Boomshield: +1 Toughness when undepolyed inhand, +3 Toughness when deployed inhand or on the ground as cover, Can create cover (Can be planted in the ground to make a barricade or cover for two people from incomming fire.) When deployed inhand speed is slowed to 1, WM+1 to all close combat attacks from character wielding it. Only one handed weapons can be used with it.
Gameplay Mechanics
Reloading: Reloading takes 1 panel to do. You can reload an unlimited amount of times unless the weapon profile says so by stateing that it can or if the weapon has the " 'X' shots use. " rule. Reloading costs 1 stone to perform and is not a compusory action but is vital to stay in the fight.
Active reload: If you are required to reload in a panel, you may choose to perform an "Active Reload". This is a technique where by being under fire you push yourself to perform better and reload fast. You can perform an Active Reload by spending 2 stones insted of the normal 1 in reloading. This will make sure that the weapon can be reloaded and shot in the same panel insted of having to wait a full panel to reload.
Weapons:
Boltok Pistol: WM +3, 3x damage, range 3, -2 stones penalty if fired twice in one panel. One handed weapon. Must be reloaded after 6 uses.
Gorgon Burst Pistol: WM +3, 2x damge, Collateral Damage, range 3, 1 target per panel. One handed weapon. Must be reloaded after 4 uses.
Snub Pistol: WM+2, range 3. One handed weapon. Must be reloaded after 6 uses.
Lancer Assault Rifle: WM+3, Collateral Damage, range 4. Two handed weapon. Must be reloaded after 5 uses.
Hammerburst Assault Rifle: WM+3, 2x damage, range 4. Two handed weapon. Must be reloaded after 4 uses.
Longshot Sniper Rifle: WM+5, 1 target only, enhanced vision 2 (telescopic), range 5, Two handed weapon. Must be reloaded after each use.
Scorcher: WM+2, Damage over time (1+ stone to all attacks against target every panel if target is damaged by Scorcher. Target can "Drop and roll" to put out flame but this requires a full panel to do.), range 2, 2x damage. Two handed weapon. Must be reloaded after 3 uses.
Torque Bow: WM+3, Area of effect, 3x damage to hit target no bonus on targets effected by Area of effect, range 3. Two handed weapon. Must be reloaded after each use.
Gnasher Shotgun: WM+3, range 2, Area effect. Two handed weapon. Must be reloaded after 5 uses.
Boomshot Grenade Launcher: WM+5, Area effect, Collateral Damage, Range 4, 3 shot use (After being used 3 times, must be discarded) Two handed weapon. Must be reloaded after every use.
Mulcher Chaingun: WM+4, Collateral Damage, Range 4, requires 1 panel to prepare, Overheats if used for 3 panels in a row and cannot be used for 2 panels while it cools down. Two handed weapon. Must be reloaded after 8 uses. Can be reloaded once.
Mortar: WM+5, Area effect, range 5, Requires 1 panel to prepare, can shoot over obsticles, 3 shot use. Two handed weapon. Must be reloaded after every use.
Bologrenade: WM+3 (If used at range) WM+1 (If used in close combat), Area effect, Sticky (If in close combat you can designate to "Stick" the target rather than just droping the grenade at their feet. When attempting to Stick a target you take a -2 penalty to hit but target will take full damage if stick is successful.) One handed weapon.
Ink Grenade: WM+3, Damage over time (Anyone who stays in the range 2 cloud will suffer automatic 1 stone of damage per panel. Ink cloud stays for 2 panels.) Area effect. One handed weapon.
Lancer Chainsaw Bayonet: WM+2, If attack hits target takes full damage.
Combat Knife: WM+3, One handed weapon.
Butcher's Cleaver: Combersome (-1 stones to all attacks), Two-handed weapon, 3x damage.
Mauler's Flail: Combersome (-2 stones to all attacks), 2x damage, Area effect, One handed weapon.
Armour:
COG Armour with Helmet: +2 Toughness, +1 Targetting (+1 to all ranged attacks, all the time, everytime.)
COG Armour without Helmet: +2 Toughness, +1 Reflexive Dodge.
Boomshield: +1 Toughness when undepolyed inhand, +3 Toughness when deployed inhand or on the ground as cover, Can create cover (Can be planted in the ground to make a barricade or cover for two people from incomming fire.) When deployed inhand speed is slowed to 1, WM+1 to all close combat attacks from character wielding it. Only one handed weapons can be used with it.
Gameplay Mechanics
Reloading: Reloading takes 1 panel to do. You can reload an unlimited amount of times unless the weapon profile says so by stateing that it can or if the weapon has the " 'X' shots use. " rule. Reloading costs 1 stone to perform and is not a compusory action but is vital to stay in the fight.
Active reload: If you are required to reload in a panel, you may choose to perform an "Active Reload". This is a technique where by being under fire you push yourself to perform better and reload fast. You can perform an Active Reload by spending 2 stones insted of the normal 1 in reloading. This will make sure that the weapon can be reloaded and shot in the same panel insted of having to wait a full panel to reload.