Avatar Combat Equipment: Difference between revisions
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:'''Range''': Medium | :'''Range''': Medium | ||
:'''Cost''': 10 MBP ([Pen 12 * Dev 2 * 0.5] - 2 CB - 1 2h) | :'''Cost''': 10 MBP ([Pen 12 * Dev 2 * 0.5] - 2 CB - 1 2h) | ||
'''Gravity Beam Emitter Rifle''': A rifle-sized coherent gravity weapon, the smallest possible type. This one creates a needle beam perhaps 20mm in width, sufficient to inflict structural damage but not enough to do more than that. | |||
:'''Size''': 8 | |||
:'''Durability''': 1 | |||
:'''Power''': -15 | |||
:'''Accuracy''': +2 | |||
:'''Penetration''': 30 | |||
:'''Range''': Medium | |||
:'''Cost''': Hypertech (8 points) | |||
:: A GBE may never do more than ''Major Damage''. If damage above this is rolled, treat it as Major damage. | |||
==Long Range== | ==Long Range== |
Revision as of 15:24, 4 June 2011
Weapons
Weapons may be either hardmounted or carried. Each hand generally can carry a weapon of up to size 4 or a mecha can use two hands to use a weapon of up to size 10 (with the caveat that damage to either hand renders it unusable), while large hands can carry a weapon of up to size 8 (or two-hand one of up to size 20). Handheld weapons use a variety of hookups with the machine in question (or can add their own batteries) to power themselves.
Missile Launchers are typically accurate, but extremely large and bulky systems which require little power.
Similar but different are Missile Pods, which are single-shot weapons that are small and cheap but only get one shot. They typically have no power requirements either, integrating single-use capacitors to launch their guided projectiles.
Standard Weapons use various methods of shooting holes in things whether bullet or energy based. They typically have balanced power requirements for their size.
Plasma Weapons can come in unguided (glowy bolt) or guided (Covenant plasma torpedo) variants.
Beam Weapons use glowy sci-fi non lightspeed beams (versus less cinematic lightspeed beams) and provide additional hitting power for a very small size but are power hungry.
Coherent-Gravity Weapons are extremely large and power hungry but have devastating effect.
Melee
Conventional
Knife: It's an alpha edge knife. You stab things with it. Basically used only as an absolute last resort backup weapon.
- Size: 2
- Durability: 2
- Power: 0
- Accuracy: +2
- Penetration: 1
- Range: Melee
- Cost: 0 MBP
Sword: An alpha edge vibrosword with a low-power disruption field. Trades lower accuracy and penetration for lowered power draw. This stat block is used by a whole bunch of similar weapons, including axes, swords, and even power fists.
- Size: 4
- Durability: 1
- Power: -1
- Accuracy: +0
- Penetration: 4
- Range: Melee
- Cost: 1 MBP ([Pen 4 * 0.5] -1 Melee Weapon -1 Cost Break, min cost 1)
Two-Handed Sword: A giant sword, easily 15-20 meters in length. Roughly equivalent to the 2h beam sword.
- Size: 8
- Durability: 2
- Power: -2
- Accuracy: -2
- Penetration: 9 (Devastating:2)
- Range: Melee
- Cost: 4 MBP ([Pen 9 * Devastating 2 * 0.5] -1 Accuracy - 1 Melee Weapon - 2 Cost Break - 1 2h)
Energy
Beam Knife: It's a knife that uses power. Higher penetration at the cost of requiring power input and being a lot more fragile.
- Size: 2
- Durability: 1
- Power: -1
- Accuracy: +2
- Penetration: 4
- Range: Melee
- Cost: 1 MBP ([Pen 4 * 0.5] + 1 Accuracy - 1 Melee Weapon - 2 Cost Break)
Beam Sword: The most common standard melee weapon, beam swords can lop off limbs in a single blow. Again, these stats are broadly representative of a lot of weapons, like beam-axes, beam-swords, beam-whips, and beam-claws.
- Size: 4
- Durability: 1
- Power: -3
- Accuracy: +2
- Penetration: 8
- Range: Melee
- Cost: 2 MBP ([Pen 8 * 0.5] + 1 Accuracy - 1 Melee Weapon - 2 Cost Break)
Two-Handed Beam Sword: A giant beam sword. Double the size, triple the power draw, double the penetration.
- Size: 8
- Durability: 2
- Power: -9
- Accuracy: -1
- Penetration: 10 (Devastating:2)
- Range: Melee
- Cost: 6 MBP ([Pen 10 * 2 * 0.5] - 0.5 Accuracy - 1 Melee Weapon - 2 CB - 1 2h)
Anti-Warship Beam Sword: An even larger beam sword, with a blade often double or triple the height of the machine wielding it and can cleave just about anything in half with one blow. Only frames with reinforced musculature or super robots can even attempt to wield one.
- Size: 14
- Durability: 2
- Power: -20
- Accuracy: -4
- Penetration: 15 (Devastating:3)
- Range: Melee
- Cost: 17 MBP ([Pen 15 * 3 * 0.5] - 2 Accuracy - 1 Melee Weapon -2 CB -1 2h)
Special
Plasma Ejector: A hypertech flamethrower, plasma ejectors can melt through shields and armor, but their real power is against lightly armored targets, which essentially melt against them in an instant. Unfortunately they're fragile and power-hungry.
- Size: 10
- Durability: 1
- Power: -12
- Accuracy: +4
- Penetration: 5 (Devastating:2, Scatter:4)
- Range: Melee
- A Plasma Ejector is not a muscle powered melee weapon and therefore does not benefit from any enhancements which increase the power of melee weapons.
- Cost: 14 MBP ([Pen 4 * (2 + [4 * 1.5]) * 0.5] + 2 Accuracy - 1 Melee Weapon -2 CB -1 2h)
Short Range
Guided
Short Range Missiles: Standard short range missiles, designed for high agility dogfighting. The gravitic launcher and ammunition feed for the weapons require a slight amount of power, as does fueling the missiles' plasma drives, but SRMs are power efficient weapons. Missile launchers are assumed to have sufficient ammunition for a protracted engagement and therefore do not track ammo.
- Size: 4
- Durability: 1
- Power: -1
- Accuracy: +5 (Guided)
- Penetration: 4
- Range: Short
- Cost: 2 MBP (Pen 4 * 0.5) + 2.5 (Accuracy) - 1 (Guided) - 2 CB
Plasma Swarmer: Plasma swarmers use dozens of miniature plasma torpedoes to engage targets. Nearly impossible to evade, they (fortunately) lack hitting power.
- Size: 6
- Durability: 1
- Power: -6
- Accuracy: +10 (Guided)
- Penetration: 4 (Scatter:3)
- Range: Short
- Cost: 7 MBP (Pen 4 * Scatter 3 * 0.5) + 5 (Accuracy) - 1 (Guided) - 2 CB -1 2h
Kinetic
Pistol (Slug): An Avatar-sized pistol, mass driver version. Although compact, their short length and low power draw means they have relatively poor muzzle velocity and therefore subpar penetration, making them weapons of last resort only.
- Size: 2
- Durability: 1
- Power: 0
- Accuracy: +0
- Penetration: 3
- Range: Short
- Cost: 0 MBP
Submachine Gun (Slug): The bad news is that SMGs are inaccurate short-range only weapons. The good news is that its inaccuracy means you cover an entire machine with fire, damaging structural weakpoints such as heads and wearing away at armor. Intended for elimination of lightly armored machines.
- Size: 4
- Durability: 1
- Power: -3
- Accuracy: -2
- Penetration: 2 (Scatter:6)
- Range: Short
- Cost: 3 MBP (Pen 2 * Scatter 6 * 0.5) -1 (Accuracy) -2 (CB)
Shotgun (Slug): Mecha shotguns. Larger than SMGs, they provide greater accuracy and penetration (due to saturating a much larger area with deadly submunitions) but require more power and space. Slug versions use mass driver tech, giving them high rates of fire and low power draw but significant bulk.
- Size: 10
- Durability: 2
- Power: -4
- Accuracy: +1
- Penetration: 5 (Scatter:5)
- Range: Short
- Cost: 10 MBP (Pen 5 * Scatter 5 * 0.5) + 0.5 (Acc) -2 (CB) -1 (2h)
Energy
Pistol (Energy): An Avatar-sized pistol, energy weapon version. This version doesn't have the ability to fire off an entire magazine from a small integrated battery, but it's still a power efficient weapon.
- Size: 2
- Durability: 1
- Power: -2
- Accuracy: +2
- Penetration: 4
- Range: Short
- Cost: 1 MBP (Pen 4 * 0.5) + 1 accuracy - 2 (CB)
Submachine Gun (Energy): Energy SMGs consume more power and provide superior accuracy and per-shot firepower but require significantly more power.
- Size: 4
- Durability: 1
- Power: -5
- Accuracy: -1
- Penetration: 4 (Scatter:3)
- Range: Short
- Cost: 4 MBP (Pen 4 * Scatter 3 * 0.5) - 0.5 accuracy - 2 CB
Shotgun (Energy): Plasma shotguns are exceedingly powerful two-handed weapons that can achieve widespread damage. Compared to the slug variant, they are less accurate (due to the use of plasma instead of semi-guided submunitions), more fragile, and drain far more power, but much more powerful.
- Size: 10
- Durability: 1
- Power: -10
- Accuracy: -2
- Penetration: 6 (Scatter:6)
- Range: Short
- Cost: 13 MBP (Pen 6 * Scatter 6 * 0.5) - 1 accuracy -1 2h -1 Very Fragile -2 CB
Medium Range
Guided
Plasma Torpedo: Plasma torpedoes are guided standoff weapons using metastable plasmoids. They have excellent target tracking ability and incredible power but are power-intensive and large.
- Size: 10
- Durability: 2
- Power: -10
- Accuracy: +6 (Guided)
- Penetration: 10 (Devastating:2)
- Range: Medium
- Cost: 8 MBP ([Pen 10 * Devastating 2 * 0.5] + 3 Accuracy - 1 Guided - 2 CB - 1 2h
Kinetic
Assault Rifle (Slug): Higher penetration, but much larger and more power hungry compared to the SMG. This is a slug variant, trading accuracy and firepower for lower power drain and greater durability.
- Size: 8
- Durability: 2
- Power: -4
- Accuracy: +1
- Penetration: 5 (Scatter:3)
- Range: Medium
- Cost: 5 MBP ([Pen 5 * Scatter 3 * 0.5] + 0.5 Accuracy) - 2 CB - 1 2h
Lance Driver: A large rapid-firing mass driver firing high-velocity projectiles in (typically) 2-5 round bursts. These projectiles are approximately 40-60mm in caliber.
- Size: 16
- Durability: 2
- Power: -6
- Accuracy: +1
- Penetration: 11 (Devastating:2)
- Range: Medium
- Cost: 9 MBP ([Pen 11 * Dev 2 * 0.5] + 0.5 Accuracy - 2 CB - 1 2h)
Energy
Assault Rifle (Energy): Higher penetration, but much larger and more power hungry compared to the SMG. This is an energy weapon variant. Compared to the mass driver, it draws more power but is more accurate and better penetrating.
- Size: 8
- Durability: 1
- Power: -8
- Accuracy: +2
- Penetration: 6 (Scatter 3)
- Range: Medium
- Cost: 7 MBP ([Pen 6 * Scatter 3 * 0.5] + 1 Accuracy - 2 CB - 1 2h)
Beam Rifle: A more powerful, slower firing equivalent to the assault rifle.
- Size: 8
- Durability: 2
- Power: -10
- Accuracy: +2
- Penetration: 10 (Devastating: 2)
- Range: Medium
- Cost: 8 MBP ([Pen 10 * Dev 2 * 0.5] + 1 Accuracy - 2 CB -1 2h)
Heavy Beam Rifle: A larger and heavier beam rifle with more firepower.
- Size: 10
- Durability: 2
- Power: -12
- Accuracy: +0
- Penetration: 13 (Devastating: 2)
- Range: Medium
- Cost: 10 MBP ([Pen 12 * Dev 2 * 0.5] - 2 CB - 1 2h)
Gravity Beam Emitter Rifle: A rifle-sized coherent gravity weapon, the smallest possible type. This one creates a needle beam perhaps 20mm in width, sufficient to inflict structural damage but not enough to do more than that.
- Size: 8
- Durability: 1
- Power: -15
- Accuracy: +2
- Penetration: 30
- Range: Medium
- Cost: Hypertech (8 points)
- A GBE may never do more than Major Damage. If damage above this is rolled, treat it as Major damage.
Long Range
Guided
Long Range Missiles: LRMs use large mass-driver powered missile launchers to achieve long range engagement capability. Relatively weak harassment weapons, they manage to reach to long range while retaining enough punch to cause damage to lightly armored units in an extremely compact pod, making them a useful choice for long range attacks against swarms of weak enemies.
- Size: 4
- Durability: 1
- Power: -1
- Accuracy: +6 (Guided)
- Penetration: 4
- Range: Long
- Cost: 3 MBP (Pen 4 * 0.5) + 3 Accuracy +1 Long Range -1 Guided - 2 CB
Extended-Range Plasma Torpedo: Plasma torpedoes are guided standoff weapons using metastable plasmoids. They have excellent target tracking ability and incredible power but are power-intensive and large. This is an extended range variant, which uses 50% more power but possesses superior range and boosted impact power.
- Size: 10
- Durability: 2
- Power: -15
- Accuracy: +6 (Guided)
- Penetration: 11 (Devastating:2)
- Range: Medium
- Cost: 10 MBP ([Pen 11 * Devastating 2 * 0.5] + 3 Accuracy + 1 Long Range - 1 Guided - 2 CB - 1 2h)
Vectored Beam Rifle: An extended-range beam rifle that curves its beam towards a target painted by integrated designators. The beam's (relatively) slow velocity and the necessity for continuous guidance make vectored beam rifles use similar targeting mechanics to other guided weapons.
- Size: 8
- Durability: 2
- Power: -10
- Accuracy: +6 (Guided)
- Penetration: 10 (Devastating: 2)
- Range: Medium
- Cost: 10 MBP ([Pen 10 * Dev 2 * 0.5] + 3 Accuracy - 2 CB -1 2h + 1 LR - 1 Guided)
Kinetic
Sniper Rifle (Slug): A heavy mecha-scaled sniper rifle. Accurate and deadly.
- Size: 10
- Durability: 2
- Power: -6
- Accuracy: +4 (Precision:2)
- Penetration: 10
- Range: Long
- Cost: 7 MBP (Pen 10 * 0.5) + 2 Accuracy + 2 Precision +1 Long Range - 2 CB -1 2h
Artillery Cannon: Whichever insane person gave your giant robot a plasma cannon, heavy laser, or mass driver approximately the size of a battleship gun should either be rewarded or shot. Designed for anti-ship use, in the event that you manage to point it at an Avatar and successfully hit, there probably isn't going to be much left of it.
- Size: 20
- Durability: 1
- Power: -20
- Accuracy: -6
- Penetration: 12 (Devastating:3, Scatter:2)
- Range: Long
- Cost: 25 MBP (Pen 12 * [3 + 2] * 0.5] - 3 Accuracy + 1 Long Range - 1 2h - 2 CB)
Energy
Sniper Rifle (Energy): Even more accurate than the slug variant, but more fragile and with greater power draw.
- Size: 10
- Durability: 1
- Power: -10
- Accuracy: +5 (Precision:3)
- Penetration: 13
- Range: Long
- Cost: 10 MBP (Pen 13 * 0.5) + 2.5 Accuracy + 3 Precision + 1 Long Range -2 CB - 1 2h
Precision Beam Rifle: A beam rifle modified for greater accuracy and longer engagement ranges.
- Size: 10
- Durability: 2
- Power: -12
- Accuracy: +4 (Precision:1)
- Penetration: 11 (Devastating: 2)
- Range: Long
- Cost: 12 MBP (Pen 11 * Dev 2 * 0.5) + 2 Accuracy + 1 Precision + 1 Long Range - 2 CB - 1 2h
Beam Cannon: A very large long-range beam rifle.
- Size: 16
- Durability: 2
- Power: -16
- Accuracy: +2
- Penetration: 14 (Devastating: 3)
- Range: Long
- Cost: 20 MBP (Pen 14 * 3 * 0.5) + 1 Accuracy + 1 Long Range - 2 CB - 1 2h)
Defenses
Deflectors
Deflectors make it harder to hit the machine in question. Deflectors are not cumulative (the exception is distortion plating, which adds a +1 bonus over and above all shields), although multiple shield systems allow for redundancy. Note that due to interference issues, a machine requires 1 turn to allow a shield to fully shutdown before bringing another online. Catastrophic shutdown (i.e. the active generator being destroyed), however, allows another shield to be immediately brought online.
Basic Deflector: A compact basic deflector system, basic deflectors attempt to bend or otherwise push attacks out of the path of a machine.
- Size: 2
- Durability: 1
- Power: -4
- Cost: 2 MBP
- +1 Shield Bonus
Combat Deflector: A larger deflector system intended for non-split tap designs.
- Size: 4
- Durability: 1
- Power: -6
- Cost: 3 MBP
- +2 Shield Bonus
Aggressor Shield: Intended for aggressive, melee-based designs which need to survive to close with the enemy, the aggressor shield is optimized to stop high-velocity low-momentum attacks and provides no protection against melee range attackers.
- Size: 4
- Durability: 1
- Power: -6
- Cost: 3 MBP
- +4 Shield Bonus (against ranged only)
Duelist Shield: The opposite of an aggressor shield, the duelist shield provides protection against melee attacks and grants no protection against ranged attacks.
- Size: 4
- Durability: 1
- Power: -6
- Cost: 3 MBP
- +4 Shield Bonus (against ranged only)
Heavy Deflector: Heavy deflector system intended for super robots and other wonderful things.
- Size: 8
- Durability: 1
- Power: -10
- Cost: 5 MBP
- +4 Shield Bonus
Flash Shield: A hypertech combination of deflector and barrier shielding, a flash shield provides the deflective capability of a heavy deflector-and the weapons fire which does hit is attenuated by more than what a basic barrier shield can boast. As a final point it's smaller and much more efficient than combining the two systems as well! Just don't expose it to too much enemy fire, it's extremely fragile.
- Size: 10
- Durability: 1
- Power: -16
- Cost: Hypertech
- +4 Shield Bonus, +2 Durability to all components. Flash fields count as both a deflector and a barrier shield.
Barriers
Barrier shields add to a machine's overall armor rating via attenuating and weakening incoming attacks, rather than attempting to outright deflect incoming fire. Barrier shields are not cumulative-multiple generators add backups in case of destruction but have no other effect.
Barrier Shield: A standard barrier shield designed for non-split tap machines. Balanced power consumption and protection.
- Size: 5
- Durability: 1
- Power: -12
- Cost: 15 MBP
- +3 Durability to all components.
Advanced Barrier Shield: A more advanced model. Pays for higher durability and greater efficiency with greater power consumption.
- Size: 5
- Durability: 1
- Power: -16
- Cost: 20 MBP
- +5 Durability to all components.
Compact Barrier Shield: A small barrier field generator that provides a moderate amount of effective armor protection at a low power cost, but is less efficient than the larger models in a strict power consumption sense. Intended for the military, compact barrier shields find themselves commonly used by split nanogauge tap designs, where their low power draw makes them an excellent choice for improving component protection.
- Size: 2
- Durability: 1
- Power: -6
- Cost: 5 MBP
- +1 Durability to all components.
Overshield: Intended to be used in conjunction with batteries overshields are extremely inefficient but very powerful, providing bursts of temporary (near) invulnerability.
- Size: 4
- Durability: 1
- Power: -20
- Cost: 15 MBP
- +12 Durability to all components. Requires two turns of cooling after every turn of use.
Drones
Drone defenses attempt to interpose themselves between your avatar and an attacker, expending themselves to protect against damage. Shield drones are an external equivalent to the 'armored components' system: Any successful hits must be allocated to shield drones first before allocating to other external components. Shield drones are automatically destroyed if hit. Note that shield drone bays require power.
Shield Drone Bay: A standard shield drone bay, operating 2 shield drones.
- Size: 5
- Durability: 1
- Power: -3
- Cost: 4 MBP
- Deploys 2 shield drones. Shield drones intercept enemy fire, taking hits before the main body of a machine, but are automatically destroyed/rendered useless in the process. Drone controllers are extremely stressful to manage and this component adds +2 strain.
Large Shield Drone Bay: A larger shield drone bay that operates 4 shield drones.
- Size: 8
- Durability: 1
- Power: -6
- Cost: 8 MBP
- Deploys 4 shield drones. Shield drones intercept enemy fire, taking hits before the main body of a machine, but are automatically destroyed/rendered useless in the process. Drone controllers are extremely stressful to manage and this component adds +4 strain.
Pin Point Barrier Generator: A PPB generates small energy ovoids in front of incoming enemy fire, acting as the rough equivalent of a shield drone system. Of course, the advantage of a PPB is that its drones, being made of nothing but ephemera, regenerate over time.
- Size: 6
- Durability: 1
- Power: -6
- Cost: Hypertech
- Deploys 2 pin point barriers. PPBs intercept enemy fire, taking hits before the main body of a machine. This system is extremely stressful to manage and adds +3 to strain. At the end of a turn, each one of these generators regenerates half of a pinpoint barrier (so if an Avatar has 1 generator it regenerates a PPB every 2 turns, while one with 2 generators regenerates a PPB every turn, etc).
Shields
Physical shields are used to parry attacks and absorb damage to limbs. In general, consider them damage soaks that happen to also increase durability. If the defender has a physical shield, add +2 to his total when rolling to see who allocates damage. These shields also add bonus durability to the component they're attached to, but this bonus does not stack (use the highest).
Small Shield
- Size: 4
- Durability: 2
- Power: 0
- Cost: 2 MBP
- A small-sized shield that adds +1 durability to the component in question.
Impact Shield
- Size: 6
- Durability: 3
- Power: -2
- Accuracy: -1
- Penetration: 2
- Range: Melee
- Cost: 4 MBP
- A small-sized shield that adds +1 durability to the component in question. This shield has a disruptive energy field surrounding it, making it a serviceable melee weapon as well as a protective shield.
Medium Shield
- Size: 6
- Durability: 3
- Power: 0
- Cost: 4 MBP
- A medium-sized shield that adds +2 durability to the component in question.
Large Shield
- Size: 8
- Durability: 4
- Power: 0
- Cost: 6 MBP
- A medium-sized shield that adds +3 durability to the component in question.
Other
Point Defense Guns: Point defense energy guns. Intended to deflect enemy fire, PD guns are low power energy weapons or mass drivers which are largely ineffective against larger units like Avatars.
- Size: 2
- Durability:
- Power: -1
- Accuracy: +1 (Point Defense)
- Penetration: 0
- Range: Short
- Cost: 2 MBP (min pen 1 * 0.5) + 0.5 Accuracy + 1 PD