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Re: REKT: Armory Suggestions (R&D)

#346
FEL rev 1
  Ammo: It's a laser; infinite ammo. Windup period to precharge the storage ring; details below.
  Requirements: Heavy infantry weapon, takes two slots. Energy +0. Two-handed.
  Rolls: Conventional and energy vs. durability and intuition
  Description: It's a giant laser powered by a particle accelerator. Obliterate your enemies with the power of bremsstrahlung. The beam exits the weapon in a narrow vertical plane, perfect for cutting.
  More details:
  • Pulse is very short; no beam-sweeping.
  • Long, multi-turn windup period. Windup can be interrupted early, with corresponding damage reduction.
  • Tunable through a wide band of frequencies, from microwave up to hard X-ray.
  • Microwave can penetrate smoke and suspended dust. However, it does less damage, and cannot penetrate armor. If you want to know how it interacts with metal objects, ask Frank.
  • Visible is a solid cutting setting. High damage, weak to armor but extremely effective against unprotected flesh.
  • X-rays are excellent against armored foes. However, because the device is not equipped to deal with such a high-energy beam, its beam quality is reduced. Nearly useless in atmosphere save for point blank, and short-ranged even in vacuum, its secondary effect is giving your foes cancer.
  • Higher-energy bands are only available after significant windup. Microwave is available nearly immediately; visible after a moderate windup period; x-ray only at the very end of the allowable windup period.
  • If the device overruns its windup period, it will automatically discharge. Automatic discharge incurs a large cooldown penalty, due to the superconducting elements in the wiggler quenching with the intense beam.
  • Electron beam is quenched by exit from the bottom of the weapon, near the muzzle. A grounding strap prevents the user from attaining a net charge. (If the circuit is not completed, user will build up a positive charge and may be shocked.)
  • Electron beam is probably only taser-level once attenuated. Still, placing your hand beneath it is likely to result in Bad Things™.
  • Heavy as hell.
  • Relatively fragile. Don't try to use it in melee unless you want the electron beam going in strange directions. (Spoiler: You probably don't want the electron beam going in strange directions.)
  • Has a component called a "wiggler."

Vigorously edited after discussion with Tal.
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Re: REKT: Armory Suggestions (R&D)

#347
A quick re-examine after it was explained to me (I made some incorrect assumptions):
Cornflakes_91 wrote:
Sat Mar 18, 2017 7:00 pm
Spoiler:      SHOW
Variation:
Nanobot Fingers/Hand
Requirements: psi or robotics, not sure.
Cost: 2-3 ish?
Blob of nanobots that replaces one hand from the wrist downwards.
Enables finer manipulations than with your own fingers or most specialised tools of similar size.
Can provide a large variety of micro cutters, welders, manipulators, probes and cell and bone regenerators.
Gives +1 to handiwork and hacking when the user already somewhat knows what hes doing (when the relevant skill is higher than some treshhold. -2? 0?)
Can also serve as okay shiv in a pinch (unarmed combat +) and is good at finding cracks in things and sticking to surfaces.
The weakish bots make it harder to carry heavy objects, but the objects they can carry are held onto tightly.
Yes, it works. I had originally assumed the nanobots were supposed to be capable of all sorts of things, but the purpose isn't the nanobots themselves - it's just that you have a versatile, multipurpose hand.

I'm going to price it around 3-4 creds.

0111narwhalz wrote:
Thu May 16, 2019 6:08 pm
Spoiler:      SHOW
FEL rev 1
  Ammo: It's a laser; infinite ammo. Windup period to precharge the storage ring; details below.
  Requirements: Heavy infantry weapon, takes two slots. Energy +0. Two-handed.
  Rolls: Conventional and energy vs. durability and intuition
  Description: It's a giant laser powered by a particle accelerator. Obliterate your enemies with the power of bremsstrahlung. The beam exits the weapon in a narrow vertical plane, perfect for cutting.
  More details:
  • Pulse is very short; no beam-sweeping.
  • Long, multi-turn windup period. Windup can be interrupted early, with corresponding damage reduction.
  • Tunable through a wide band of frequencies, from microwave up to hard X-ray.
  • Microwave can penetrate smoke and suspended dust. However, it does less damage, and cannot penetrate armor. If you want to know how it interacts with metal objects, ask Frank.
  • Visible is a solid cutting setting. High damage, weak to armor but extremely effective against unprotected flesh.
  • X-rays are excellent against armored foes. However, because the device is not equipped to deal with such a high-energy beam, its beam quality is reduced. Nearly useless in atmosphere save for point blank, and short-ranged even in vacuum, its secondary effect is giving your foes cancer.
  • Higher-energy bands are only available after significant windup. Microwave is available nearly immediately; visible after a moderate windup period; x-ray only at the very end of the allowable windup period.
  • If the device overruns its windup period, it will automatically discharge. Automatic discharge incurs a large cooldown penalty, due to the superconducting elements in the wiggler quenching with the intense beam.
  • Electron beam is quenched by exit from the bottom of the weapon, near the muzzle. A grounding strap prevents the user from attaining a net charge. (If the circuit is not completed, user will build up a positive charge and may be shocked.)
  • Electron beam is probably only taser-level once attenuated. Still, placing your hand beneath it is likely to result in Bad Things™.
  • Heavy as hell.
  • Relatively fragile. Don't try to use it in melee unless you want the electron beam going in strange directions. (Spoiler: You probably don't want the electron beam going in strange directions.)
  • Has a component called a "wiggler."

Vigorously edited after discussion with Tal.
The rework works! It's in, pending the following mission. :)
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Re: REKT: Armory Suggestions (R&D)

#348
Talvieno wrote:
Thu May 16, 2019 4:28 pm
Dinosawer wrote:
Sun Mar 26, 2017 1:09 pm
Spoiler:      SHOW
Since we still need something for low-grade ship exotic

Electrostatic Psy Amp (exotic ship weapon)
  Price: 2 creds
  Requirements: None
Rolls: Attacker's PSI Unit and Exotic vs defender's Intuition and Durability
  Description: Control electricity with your mind! Kill flies, and overload your friend's PDA! This amp lets you directly manipulate electric flows and charges... if the flows aren't too powerful and the charges not too large. Still, can be useful, as most electronics is sensitive to even small zaps and biological organisms don't like being a conductor.
  More details:
  • Can produce currents in conductors or make cool lightning zaps
  • Lightning looks cooler than it is
  • Can disable electronics (temporarily)
  • Direct zap hit does some damage, but not a whole lot
  • If you really want to be Zeus you should buy a Tesla Arc or Electroshell instead
  • More control than the electrolaser but less direct damage
Fills a gap we have. At the same time, it's ridiculously powerful. The ability to selectively target ships and be guaranteed to shut them down is, honestly, frightening from a gameplay perspective, at least in the form of an easily-obtained technology. I'm going to say a tentative "yes", but only after I tweak it and change the price. The price is certainly too cheap, but I can't make it too expensive without losing the price niche it intends to fill. It will need tweaked somewhat I think.
Yes, but with some work
Not sure about ridiculously powerful, tbh - shutting stuff down is something the null field and electrolaser already do, at 4000 and 2000 creds respectively. I kinda imagined it as something with the power level of an electrolaser but the flexibility of the infantry electro amp (but more power than the infantry version, because ship)
Talvieno wrote:
Thu May 16, 2019 4:28 pm
Dinosawer wrote:
Fri Sep 07, 2018 3:03 am
Spoiler:      SHOW
Because Tal hasn't enough stuff to do (and because exotic has some gaps...well, if you discount the weird stuff that nobody is gonna use that is still there from ER days :ghost: ) - a midrange exotic ship weapon
(though I guess you could make an infantry psiamp on the same idea?)

Sonic Psyamp
  Price: 5 or 6 creds
  Requirements: +1 PSI
  Rolls: PSI + exotic vs Durability + Intuition
  Description: This psyamp has the ability to set up vibrations of intensity and frequency of your choice in any material of your choice within range. Why is this useful, you ask? Well, you know that trick where you sing into a glass and it shatters? Exactly. Also useful for throwing off your enemies aiming.
  More details:
  • Does not require air to function, vibration is applied directly to what you want
  • Direct application on sheets of armor is not very effective
  • Works well on most other things though - especially anything with moving parts or things that are brittle or don't bend easily (like glass, circuit boards etc)
  • Works well on organics too, but that goes for most ship weapons
  • Skilled application may allow you to produce any sound you wish, as long as you're in athmosphere. For those of you who feel like blasting rules of nature over the entire battlefield
  • Less damaging than other weapons in this pricerange, but even a sloppy hit (i.e. a 4) may throw off the enemy's next attack (roll penalty on their next attack)
This feels very odd. I'm inclined to leave it in, but it will need a lot of work. It fits with the universe, oddly enough, but I'm not sure where you'd use it exactly. Intuitively, it feels like it could be overpowered in the right circumstances, but because it seems like it would be hard to find those circumstances... I'm inclined to let it be. (Also, I'm sure the hot chick in squad 4 would adore it.) I'm really torn on it though. I think I need a bit more time to think about it.
Need more time to think, leaning towards yes, may need tweaks
Perhaps it helps visualize things if I just write out an example of how I imagine it in use
(( on a 5 or more ))
You see the enemy fighter turn towards [ally], their cannons spinning up to fire. Quickly, you fix your sonic amp on one of their wings - it's a direct hit, the wing blurs for a moment, and a small spray of debris flies off as the surface of the wing warps and tears in places. The pilot eventually manages to stabilise his course, but his shot goes completely wide, giving [ally] the time to nail him with a round of plasma.
(( on a 4 ))
You see the enemy fighter turn towards [ally], their cannons spinning up to fire. Quickly, you fix your sonic amp on one of their wings - but in your haste you don't quite get it calibrated right, and their entire ship just shakes for a few seconds. Nothing seems really damaged, but the shaking makes their shot just miss [ally].
(I'm not imaging it making the next attack of the enemy miss all the time, just give it a penalty to the roll)
The idea was to go with the general theme of PSI as 'less firepower but more support + flexibility'. It would, physically, be quite good against solid brittle materials (such as glass) and stuff with fragile loose parts, but those tend to be vulnerable to being shot with anything...
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#349
More infantry exotic stuff

This one could also be split in several smaller items possibly
Nanobot Cannon (exotic infantry, two handed, heavy)
Requirements: +2 exotics (in the new system)
Rolls: Attacker's Exotic + Strength vs Intuition + Speed (probably saving throw since it's AOE)
Ammo: probably one shot and then a round cooldown to regenerate the bots or something
Description: This large, unwieldy launcher launches a cluster of preprogrammed nanobot rounds at an area. Nanobots have several possible functions.
More details:
  • Nanobots cannot be controlled and don't reproduce, they just do what they're programmed for and then break
  • Shot modes:
    • Net: nanobots wrap in thin wires around whoever they hit, restraining them partly until they run out of power or are broken (few turns prolly). The enemy can still move and possibly shoot you, but it's gonna be a loot harder.
    • Sticky: nanobots merge with the floor around targets feet, causing them to get stuck in place for a few turns
    • Piercing: nanobots reform into a bunch of needles, stabbing whoever they're stuck to. Ouch. Not great against armor.
    • Shred: nanobots do a lot of superficial damage against non-organic material. Made to reduce armor. Can also be used to tear down cover instead. Doesn't do notable damage to the actual enemies.

Gravity grenades (exotic infantry, one handed)
Requirements: +2 exotics (in the new system)
Rolls: Attacker's Exotic + Agility vs Intuition + Speed (probably saving throw since it's AOE)
Ammo: 3 per mission or so
Description: These 'grenades' strongly alter the gravity in a decent area where you've thrown them.
More details:
  • Gravity changes to 4g up or down, your choice, lasts a decent amount of time (turn or two?)
  • Fairly large AOE
  • Unless enemy is build for heavy gravity they're likely stuck to the ceiling or ground
  • If no ceiling is present and upwards gravity is applied, enemy flies pretty far. Look at you, soaring majestically...

Bubble Gun (exotic infantry, two handed)
Requirements: +2 exotics (in the new system)
Rolls: Attacker's Exotic + PSI vs Dodge
Ammo: ?
Description: Infantry version of the Bubble Blower
More details:
  • Bubbles don't do a lot of damage but are likely to shred armor

Attractor (exotic infantry, one handed)
Requirements: +2 exotics (in the new system)
Rolls: Attacker's Exotic + PSI vs Dodge
Ammo: ?
Description: A lighter cousin of the gravity gun, the projectiles this thing fires off don't explode or drag people along, but instead stick to your enemies and make them the center of a minor gravity well, making them quite attractive to projectiles.
More details:
  • Doesn't do damage, instead whoever is hit gets a penalty to their defense against projectile weapons and grenades, because shots that would normally just graze them are drawn more towards them. (lasts a few turns probably, depending on how well you hit)

Other idea: http://rekt.wikidot.com/equip:nanobot-infuser might better work as infantry weapon (or some variant thereof, definitely not with access to all types of ammo at the same time)


Other idea: retool grapple set as exotic, stronger focus on pulling enemies (rolls exotic + strength against dodge probably)
Warning: do not ask about physics unless you really want to know about physics.
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