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Re: REKT: Armory Suggestions (R&D)

#31
Command & Control centre

Ever wanted to play toy soldiers with real people? Here's your chance. C&C centre goes into auxiliary slot on your CASKET and, together with additional set of screens, allows you to view data feeds from other inmates' ships, including glorious ultra-high resolution videos from frontal cameras, video taken by drones, and all the data obtained by the on-board sensors, allowing you to evaluate situation quickly and efficiently and decide on optimal deployment of your troops*. Good for micro-managing the Hell out of your soldiers and for killing time.

Price: 1 credit
Requires Computers +1
Rolls: none

* efficiency limited by your own brain, of course. Can distract from the large picture. Fun to watch.
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Re: REKT: Armory Suggestions (R&D)

#34
New stuff!

WASP Missile (conventional).

Designed on one of the most lawless Outer Worlds (I'm looking at you, Earth! What the Hell?), WASP stands for Warp-Accelerated Specialised Projectile. It is one of the few weapons banned by the Interstellar Crime Court. A remarkably simple design, it uses a small anti-matter warhead and a simple warp drive with no safeties installed. Once launched, it enters warp and exits it inside the enemy ship, causing immense amounts of destruction.

- Limited ammo (3 missiles);
- Non-guided - flies in a straight line;
- It's very hard to hit anything smaller than a cruiser (-2 to rolls on small targets);
- Bypasses shields and armour and deals damage directly to internal systems - yes, it's possible for a fighter to destroy a battleship;
- Needs some impressive calculations to program warp exit;
- You need to know a lot about ships and their internal structure to aim correctly;

Requirements: Conventional +3; Computer +2; General Knowledge +2
Rolls: Attacker's Manoeuvrability and Conventional vs. Defender's Durability;
Price: too high.


Relativistic railgun (conventional)

A sinister brother of the usual railgun, it fires small chunks of metal at an appreciable fraction of the speed of light. Effect is measured in kilotons of TNT equivalent.

- Limited ammo (20 rounds);
- Non-guided - flies in a straight line;
- Feeds from a capacitor; recharged by an internal generator;
- A two-part weapon - occupies one weapon mount and an axillary slot;

Requirements: Energy +4; Conventional +2;
Rolls: Attacker's Manoeuvrability and Conventional vs. Defender's Durability;
Price: too high.


Zero-field energy manipulator (unconventional)

Makes matter fall apart on sub-atomic level, duh! Eats through any armour regardless of the thickness, but can be stopped by shields. Once they are gone, it's over. Effect can be varied from a simple disintegration to partial mass-energy conversion, generating atomic-level explosions - anywhere, any time, in any material. Banned by the ICC - and for a good reason.

- Feeds from a capacitor; recharged by an internal generator;
- A two-part weapon - occupies one weapon mount and an axillary slot;

Requirements: Unconventional +4; computer +3;
Rolls: Attacker's Computer and Unconventional vs. Defender's Manoeuvrability and Intuition;
Price: too high.


Symbiotic slug (exotic - infantry)

Originally certified as a pet, it was hastily re-classified as an exotic weapon. It still doesn't make any sense, but that's bureaucracy for you! To put it simply, it's a small life form with extremely high PSI coefficient; it's put inside your body where it connects to your nervous system. Yes it's gross. The good thing is that it has an extremely high self-preservation instinct, and it'll quite literally bend the world around you to avoid damage.

- Works via your own senses - if you don't see the danger, it won't see it, too;
- Moves objects around, bends gravity to deflect shots, and creates PSI-shields to get your sorry arse out of the harm's way;
- Doesn't make you invincible, but it's probably as close as you can get;
- Gets its food from your body, and needs a lot of it. Will make you cry uncontrollably when hungry;
- Must be extracted surgically after each mission to avoid weird stuff happening back on Tartarus;

Requirements: Exotic +4; Energy +4;
Rolls: None;
Price: too high.
Last edited by outlander on Sat Oct 17, 2015 3:32 am, edited 2 times in total.
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Survivor of the Josh Parnell Blackout of 2015.
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Re: REKT: Armory Suggestions (R&D)

#35
More stuff from my weary mind:

Algolian Warp Engulfer (exotic)

Designed by the highly developed, but highly decadent society of the High Algolian Empire to be a more humane weapon that eliminates pain, suffering, and all the emotional distress usually induced when a high-velocity projectile hits you. This weapon simply throws you into the warp space with no hope of ever finding an exit. All high-calibre Engulfers were destroyed in the fall of Algol at least a millennia ago; this version is actually a handgun retrofitted to mount onto CASKET's weapon slots.

- Powered by the internal generator;
- Needs recharge;
- Completely eliminates objects up to half the size of a CASKET;
- Stacking weapons allows to enlarge warp entry field, but each weapon is rolled independently, increasing the chance of failure;
- Doesn't require any PSI to function;
- Looks ridiculous;

Requirements: Exotic +1; Energy +1;
Rolls: Attacker's Intuition and Exotic vs. Defender's Manoeuvrability and Intuition;
Price: 6 credits.
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Survivor of the Josh Parnell Blackout of 2015.
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Re: REKT: Armory Suggestions (R&D)

#36
Extra robotic arms (robotics)

Like robo-arms? How about having two more? Buy this and we'll mount two extra robotic arms on your ship, in a nice x-wing pattern with the existing ones. Reduces the up-and down mobility of your arms somewhat, but you can mount more robotics weapon stuff, which is what some of you seem to be so adamant about.

Price: 4 credits. (that's how you valued this when setting the price for the GREASE)

Basically, the problem is people who use robotics weaponry but aren't support characters don't necessarily want the GREASE (whose robotics arms aren't necessarily optimally placed for melee attacks anyway, but better for support mobility and gripping and stuff) and thus have no way of having more than 2 weapons, which is a bit annoying.
E.g. if I get an extra robotic weapon I already lose the ability to grip stuff :problem:
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#37
Cornflakes and I discussed a suggestion I figured I might post here so that everyone else could see it. This wouldn't go in right away - it would probably come after this mission. ((Will go over the other stuff after I write this out))

Ship Integration Alteration
You and your ship undergo heavy genetic/computerized enhancements to enable you to be "in tune" with your vehicle. Plugging in to the PSI Chair effectively integrates you into your machine, channeling your thoughts directly into it and letting you do things faster and a lot more efficiently. Gives a solid +1 to all ship-based stats, and lets you use your robotic arms as dexterously as if they were your own hands. However, these enhancements leave you feeling disoriented and helpless while on foot, giving you a -2 to all stats on the ground. The upgrade is permanent, like a class change in games like DnD, and cannot be reversed. Tartarus Inc. will also make sure the necessary modifications are done on all your future ships.

Cyborg Alteration
This enhancement builds you into a unique super-cyborg, integrating technology into your brain and turning you into a massive hulk of a human. On foot, you gain +1 to all stats, and will also be able to utilize your built-in thrusters to help you move around in space, effectively allowing you to fly. However, the upgrade makes you, to put it bluntly, huge. You'll have a lot more trouble using the ship console, but that's only second to the fact that you'll hardly fit in your old ship. The cockpit will need expanding, which will lower the capabilities of your vehicle dramatically, giving you a -2 to all ship-based stat rolls. The upgrade is permanent, like a class change in games like DnD, and cannot be reversed. Tartarus Inc. will also make sure the necessary modifications are done on all your future ships, so that you never find yourself unable to squeeze into your cockpit.

They'd be things you only took when you were absolutely sure you wanted to specialize in either ground or ship combat.
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Re: REKT: Armory Suggestions (R&D)

#41
Yikes, I've REALLY fallen behind :( So much to do... :crazy:
Cha0zz wrote:Power-fist
A kinetic bumper strapped onto your hand. Good for hitting things
Rolls: strength + agility

Signal Jammer
A signal Jammer has the ability to block (or severe) enemy communication in a certain radius around your ship, it also gives a -1 to enemy hacking attempts inside the active radius.

Psycho-protonic Signal Jammer
A signal Jammer that has the ability to block (or severe) psi-based communication in a certain radius around your ship, it also gives a -1 to enemy mind-control attempts in the active radius.
Power-fist: I don't think so, unless it's going to take a ridiculous amount of strength and also be a semi-permanent fixture. I've considered, for later missions, adding limb replacements that would let you do incredible things (like leaping really far, or running really fast). Power-fist is just too OP to deal with right off the bat, unless it's overwhelmingly underpowered.

Signal jammer: as to enemy communication, simply put, no. Perhaps something that makes you more difficult to hack.



Dinosawer wrote:ship:

Sensor Array:
contains a radar, long-range XRD and electronics scanner, like the PDA but a lot better.
Can tell you position of enemy troops as long as they're not hidden, and can analyze the outside of structures and ships (like thinner points and outer-layer electronic circuits) without telling you anything about the inside. X-rays still don't penetrate metal in the future, kid.
We basically have that already, don't we? the enhanced spectrum scanner? supposed to do the same thing.

outlander4 wrote:Command & Control centre

Ever wanted to play toy soldiers with real people? Here's your chance. C&C centre goes into auxiliary slot on your CASKET and, together with additional set of screens, allows you to view data feeds from other inmates' ships, including glorious ultra-high resolution videos from frontal cameras, video taken by drones, and all the data obtained by the on-board sensors, allowing you to evaluate situation quickly and efficiently and decide on optimal deployment of your troops*. Good for micro-managing the Hell out of your soldiers and for killing time.

Price: 1 credit
Requires Computers +1
Rolls: none

* efficiency limited by your own brain, of course. Can distract from the large picture. Fun to watch.
Was going to say no, but then realized, no real point in saying no, and I like the possibilities this presents. Consider this a go. :D


Dinosawer wrote:Another one:

Robotics: chainsaw attachment
Does more damage than the large scythe, but less than the tesla saber
I actually added this originally, but then removed it because I thought everyone would say it sounded retarded. :lol: There was also a hand-held lightweight version as a sword. Removed that too. Ah well. :shrug:
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Re: REKT: Armory Suggestions (R&D)

#42
Talvieno wrote:
Dinosawer wrote:ship:

Sensor Array:
contains a radar, long-range XRD and electronics scanner, like the PDA but a lot better.
Can tell you position of enemy troops as long as they're not hidden, and can analyze the outside of structures and ships (like thinner points and outer-layer electronic circuits) without telling you anything about the inside. X-rays still don't penetrate metal in the future, kid.
We basically have that already, don't we? the enhanced spectrum scanner? supposed to do the same thing.
Not really...enhanced spec is passive, while this would be active, and this would be able to do more than "see stuff when it's dark or dusty", like tell you about location of electronics or thinner point of the hull of enemy ships and stuff. And longer range radar.
Talvieno wrote:
Dinosawer wrote:Another one:

Robotics: chainsaw attachment
Does more damage than the large scythe, but less than the tesla saber
I actually added this originally, but then removed it because I thought everyone would say it sounded retarded. :lol: There was also a hand-held lightweight version as a sword. Removed that too. Ah well. :shrug:
Silly? More silly than guns that spew black holes? :ghost:


I thought I'd put those ship ideas here too:
GUNZ combat ship (ship)

A less advanced version of the STITCH, comes with the targeting computer, extra weapon spots and mounts, but without the advanced mounting systems.

Price: 8 or 9 credits. (the normal formala gives something like 8.5)

SOMETHING support ship (ship)

An upgrade from the GREASE, with more upgrade. I would have added the sensor array, but you don't like it.
Maybe the command center and some other stuff?

Price: 12-ish credits.
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#43
FAST infantry weapon platform / Item - non-classified/axillary?

FAST stands for the Fast Artillery Support Transport. In the typical Tartarus fashion, it's neither fast nor it is a transport. Basically, it's a small two-wheeled cart with a capacitor, a set of controls and a standard CASKET weapon mount, allowing you to bring powerful ship-based weaponry to the infantry fights. Built-in engine helps to move it around, but this thing is still as heavy as your sins.

Goes into Axillary slot; retracted and de-attached for use. Goes back into the slot for recharging.


DESIST defensive platform / Item - non-classified /axillary?

Dual Energy Shield Infantry Support Transport. The safest place on any battlefield, with dual spaceship-grade energy shields protecting you from harm brought by kinetic weaponry. If you need a safe place to take a nap, or a quiet corner to cry in, look no further*. Uses the same chassis as the FAST platform.

*Doesn't protect against lasers and other non-kinetic weaponry. Capacitor is good for 15 minutes, and is depleted much more rapidly under fire.

Goes into Axillary slot; retracted and de-attached for use. Goes back into the slot for recharging.
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