Post by Lord Protector on Apr 1, 2021 14:59:00 GMT
You can use this form to propose a weapon being added to the various equipment lists.
PLEASE NOTE: Weapons that utilize the same stats as other weapons but are just an aesthetic or faction reskinning of it will have a higher chance of being accepted than weapons that introduce new stat combinations or new special rules.
TEMPLATE
Weapon Proposal Resources
Ranges
Melee
Small: 10/20
Medium: 20/40
Long: 30/60
Extreme: 40/80
Indefinite (Could be given to artillery weapons, it does not mean that the missiles can travel for an indefinite period of time but simply that the range of the weapon exceeds what can be viably portrayed on the battle map)
Point Cost Guide
There is no clearly defined chart as to what should cost what amount of points. This guide is based on the damage dice themselves although costs may be increased or lowered based on the range of the weapon or amount of special rules it has, or it could be decreased to make the weapon's lower cost an advantage over other weapons in its current cost bracket that have more advantageous stats and abilities. The minimum point cost a weapon can have is 0 and the maximum is 25 points.
1d6, +1, +2 = 0 / 1 / 2
1d8, +1, +2 = 2 / 3 / 4
2d4, +1, +2 = 2 / 3 / 4
1d10, +1, +2 = 4 / 5 / 6
1d12, +1, +2 = 6 / 7 / 8
2d6, +1, +2 = 6 / 7 / 8
3d4, +1, +2 = 6 / 7 / 8
2d8, +1, +2 = 9 / 10 / 11
3d6, +1, +2 = 11 / 12 / 13
2d10, +1, +2 = 13 / 14 / 15
3d10, +1, +2 = 16 / 17 / 18
4d8, +1, +2 = 19 / 20 / 21
3d12, +1, +2 = 22 / 23 / 24
Special Rules for Weapons
Anti-Armor: Cannot be used if the user moved within movement phase, -4 penalty to hit non-vehicle targets, able to damage vehicles, its damage cannot be reduced by personal armor
Beam: Able to split damage between multiple hexes, the damage is divided by the number of hexes targeted.
Burst: Damage done by the weapon carries through to units within 2 hexes of the target if the target is killed. If the user did not move in the movement phase, they can add +2 to damage.
Concussive: Can't be deflected by an energy blade, damage is not negated by armor, on hit make Evasion check, if failed the target is knocked prone and can be thrown back 1d4 hexes in opposite direction.
Cryotic: On hit make a Physical check, on fail the target loses its movement and action, they do this check again on the beginning of their every turn until they succeed or another unit sacrifices its main action to free it. Cannot be deflected by an energy blade.
Disease: Effects of disease may include penalty on skill checks, penalty on attack rolls, penalty to AC, or reduction in maximum hit points over specified time. Resisting initial infection requires a successful Physical savings throw, curing the disease requires an Int/Heal roll or utilization of a special ability or equipment. DC for healing and savings throw is 8, 10, or greater depending on the potency of the disease.
Disruptor: Ignores damage reduction, (penetrates vehicles?), fully absorbed by personal shields and force fields if they reduce damage
Elegant: Gives a +1 bonus to hit
Energy Blade: Can damage vehicles. If the character has Stab skill of at least 2, energy blade adds 2 to their Armor Class, acting as a shield as they become proficient enough to deflect or parry various attacks with it, after each ranged attack that does not damage them, the energy blade wielder can roll an Evasion saving throw, on a success they reflect the shot back to their enemy who can roll an Evasion saving throw of their own in turn, on their success they take only half damage from the attack. Each ranged attack against the energy blade wielder in the same round increases their Evasion saving throw difficulty, used for deflecting, by 1 and decreases their energy blade AC bonus by 1, up to -2. If dual wielding energy blades the AC bonus does not stack and the energy blade wielder does not get two Evasion saving throws for deflection, AC bonus does stack when wielding a shield, shield's AC bonus is not decreased by multiple ranged attacks. Some weapons cannot be deflected back at the enemy or bypass the energy blade AC bonus.
Explosive: Upon hitting the target, the damage is done in one hex radius, units affected can roll Evasion check to cut the damage in half. On miss scatter 1d10 in random direction, targets affected by the missed explosive can roll Evasion check to avoid taking damage.
Gravitational: Ignores deflection and AC bonus from an energy blade. Double damage against AC 15 or less, half damage against AC 16 or more.
Grenade: Roll against AC 10, on miss scatter 1d10 in random direction.
Grenade Launcher: The weapon can fire grenades held within the inventory over longer distances, rolling against the target's AC, on miss scatter 1d10 in random direction
Hypervelocity Explosion: Upon hitting a humanoid target, damage is done in six hexes behind it, units affected can roll Evasion check to cut the damage in half
Impact: Can't be deflected by an energy blade, on hit make a Physical check, if failed the target is disarmed.
Incendiary: Can't be deflected by an energy blade, on hit make Evasion check, if failed the target is set on fire, every turn afterwards they must make an Evasion check, on fail they take another 1d12 fire damage until they succeed or another person takes an action to help put them out. Anyone moving through the explosion area, make Evasion check against being set on fire.
Ionic: Unprotected mechanical and cybernetic targets take double damage. On hit make Physical check, if failed the target is knocked pron and stunned, they lose a turn. Can damage vehicles, affected by Armor rating.
Light: Does not give penalty for dual wielding in the off-hand
Morale Immunity Weapon: used by fearless, or idiotic, heroes, units wielding this weapon are immune to morale checks and cannot be routed
Piercing: Damage from this weapon cannot be reduced by armor
Plasma: Able to overcharge shots for additional +2 damage, each time this is done roll a 1d20, on a 1 the weapon overheats. If it overheats roll a 1d100, at a 1 the weapons explodes in 1 hex range dealing 2d6 energy damage, half damage if succeed an evasion check, on 9-10 the weapon melts, becoming unusable, on a 100 nothing happens, the rest of results it becomes unusable for a turn.
Poison: Effects may very depending on the poison type but can range from 1d6 damage (damage reductions do not apply) per specified amount of time, disadvantage on rolls, unconsciousness, or penalty to skill checks. To successfully resist poison a Physical savings throw with DC of 8, 10, or greater, depending on the potency of the poison, must be passed
Polearm: The weapon has greater reach, units 2 hexes away from the user are counted as within melee range and take attacks of opportunity when they enter it in movement phase
Scattergun: Can't be deflected by an energy blade, targets multiple units within its cone of sight, only in optimal range, if the targeted unit is in front of another unit that's within the range, the unit behind it is shielded and unaffected. Roll to hit for each of the units targeted.
Silent: Attacks with this weapon maintain the unit cloaked and do not require a Sneak check to stay hidden
Shattergun: Can't be deflected by an energy blade, damage of this weapon is not reduced by armors of AC 16 or less
Shield Overload: If dealing damage, the weapon disables Shield Deflectors and if its damage is negated by a Force Field, it is also disabled.
Suppressive Fire: If the user did not move in the movement phase, Suppressive Fire can be used, roll for damage, all units within the optimal range of its cone of sight that are not behind Heavy Cover take half of the rolled damage
Staff: The weapon excels in defensive maneuvers and parries, the user gets a +2 AC bonus while wielding it
Steady: If the user did not move in the movement phase, on a miss reroll the attack
Throwable: The weapon can be thrown in 10/20 range, if failed the weapon is lost, if succeeded it can be retrieved from the body of its target, once the target is dead
Versatile: If held with two hands, damage dice upgrade to the next level, for example 1d8 becomes a 1d10, 1d10 becomes a 1d12
Whip: Covers three hexes in attack, do not have to be in a straight line.
PLEASE NOTE: Weapons that utilize the same stats as other weapons but are just an aesthetic or faction reskinning of it will have a higher chance of being accepted than weapons that introduce new stat combinations or new special rules.
TEMPLATE
Weapon Type: (Name of Your Weapon Here) | Point Cost: (Point Cost Here) | Faction: (Independent or specific to particular faction)
Damage: (Damage Calculation and Physical or Energy damage type) | Range: (Optimal/Maximum)
Special Rules: (You may introduce new special rules if you provide a detail description of their mechanics)
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Description: (Space to provide flavor text)
Reasoning: (Here you can provide an argument as to why this weapon, and any new special rules, should be added. If you are doing a reskinning you may simply say that you want to provide a faction-specific variant of a weapon to a particular faction, however the more new stat and special rule combinations are included in a weapon the more compelling your reasoning behind it should be)
[hr]
Weapon Proposal Resources
Ranges
Melee
Small: 10/20
Medium: 20/40
Long: 30/60
Extreme: 40/80
Indefinite (Could be given to artillery weapons, it does not mean that the missiles can travel for an indefinite period of time but simply that the range of the weapon exceeds what can be viably portrayed on the battle map)
Point Cost Guide
There is no clearly defined chart as to what should cost what amount of points. This guide is based on the damage dice themselves although costs may be increased or lowered based on the range of the weapon or amount of special rules it has, or it could be decreased to make the weapon's lower cost an advantage over other weapons in its current cost bracket that have more advantageous stats and abilities. The minimum point cost a weapon can have is 0 and the maximum is 25 points.
1d6, +1, +2 = 0 / 1 / 2
1d8, +1, +2 = 2 / 3 / 4
2d4, +1, +2 = 2 / 3 / 4
1d10, +1, +2 = 4 / 5 / 6
1d12, +1, +2 = 6 / 7 / 8
2d6, +1, +2 = 6 / 7 / 8
3d4, +1, +2 = 6 / 7 / 8
2d8, +1, +2 = 9 / 10 / 11
3d6, +1, +2 = 11 / 12 / 13
2d10, +1, +2 = 13 / 14 / 15
3d10, +1, +2 = 16 / 17 / 18
4d8, +1, +2 = 19 / 20 / 21
3d12, +1, +2 = 22 / 23 / 24
Special Rules for Weapons
Anti-Armor: Cannot be used if the user moved within movement phase, -4 penalty to hit non-vehicle targets, able to damage vehicles, its damage cannot be reduced by personal armor
Beam: Able to split damage between multiple hexes, the damage is divided by the number of hexes targeted.
Burst: Damage done by the weapon carries through to units within 2 hexes of the target if the target is killed. If the user did not move in the movement phase, they can add +2 to damage.
Concussive: Can't be deflected by an energy blade, damage is not negated by armor, on hit make Evasion check, if failed the target is knocked prone and can be thrown back 1d4 hexes in opposite direction.
Cryotic: On hit make a Physical check, on fail the target loses its movement and action, they do this check again on the beginning of their every turn until they succeed or another unit sacrifices its main action to free it. Cannot be deflected by an energy blade.
Disease: Effects of disease may include penalty on skill checks, penalty on attack rolls, penalty to AC, or reduction in maximum hit points over specified time. Resisting initial infection requires a successful Physical savings throw, curing the disease requires an Int/Heal roll or utilization of a special ability or equipment. DC for healing and savings throw is 8, 10, or greater depending on the potency of the disease.
Disruptor: Ignores damage reduction, (penetrates vehicles?), fully absorbed by personal shields and force fields if they reduce damage
Elegant: Gives a +1 bonus to hit
Energy Blade: Can damage vehicles. If the character has Stab skill of at least 2, energy blade adds 2 to their Armor Class, acting as a shield as they become proficient enough to deflect or parry various attacks with it, after each ranged attack that does not damage them, the energy blade wielder can roll an Evasion saving throw, on a success they reflect the shot back to their enemy who can roll an Evasion saving throw of their own in turn, on their success they take only half damage from the attack. Each ranged attack against the energy blade wielder in the same round increases their Evasion saving throw difficulty, used for deflecting, by 1 and decreases their energy blade AC bonus by 1, up to -2. If dual wielding energy blades the AC bonus does not stack and the energy blade wielder does not get two Evasion saving throws for deflection, AC bonus does stack when wielding a shield, shield's AC bonus is not decreased by multiple ranged attacks. Some weapons cannot be deflected back at the enemy or bypass the energy blade AC bonus.
Explosive: Upon hitting the target, the damage is done in one hex radius, units affected can roll Evasion check to cut the damage in half. On miss scatter 1d10 in random direction, targets affected by the missed explosive can roll Evasion check to avoid taking damage.
Gravitational: Ignores deflection and AC bonus from an energy blade. Double damage against AC 15 or less, half damage against AC 16 or more.
Grenade: Roll against AC 10, on miss scatter 1d10 in random direction.
Grenade Launcher: The weapon can fire grenades held within the inventory over longer distances, rolling against the target's AC, on miss scatter 1d10 in random direction
Hypervelocity Explosion: Upon hitting a humanoid target, damage is done in six hexes behind it, units affected can roll Evasion check to cut the damage in half
Impact: Can't be deflected by an energy blade, on hit make a Physical check, if failed the target is disarmed.
Incendiary: Can't be deflected by an energy blade, on hit make Evasion check, if failed the target is set on fire, every turn afterwards they must make an Evasion check, on fail they take another 1d12 fire damage until they succeed or another person takes an action to help put them out. Anyone moving through the explosion area, make Evasion check against being set on fire.
Ionic: Unprotected mechanical and cybernetic targets take double damage. On hit make Physical check, if failed the target is knocked pron and stunned, they lose a turn. Can damage vehicles, affected by Armor rating.
Light: Does not give penalty for dual wielding in the off-hand
Morale Immunity Weapon: used by fearless, or idiotic, heroes, units wielding this weapon are immune to morale checks and cannot be routed
Piercing: Damage from this weapon cannot be reduced by armor
Plasma: Able to overcharge shots for additional +2 damage, each time this is done roll a 1d20, on a 1 the weapon overheats. If it overheats roll a 1d100, at a 1 the weapons explodes in 1 hex range dealing 2d6 energy damage, half damage if succeed an evasion check, on 9-10 the weapon melts, becoming unusable, on a 100 nothing happens, the rest of results it becomes unusable for a turn.
Poison: Effects may very depending on the poison type but can range from 1d6 damage (damage reductions do not apply) per specified amount of time, disadvantage on rolls, unconsciousness, or penalty to skill checks. To successfully resist poison a Physical savings throw with DC of 8, 10, or greater, depending on the potency of the poison, must be passed
Polearm: The weapon has greater reach, units 2 hexes away from the user are counted as within melee range and take attacks of opportunity when they enter it in movement phase
Scattergun: Can't be deflected by an energy blade, targets multiple units within its cone of sight, only in optimal range, if the targeted unit is in front of another unit that's within the range, the unit behind it is shielded and unaffected. Roll to hit for each of the units targeted.
Silent: Attacks with this weapon maintain the unit cloaked and do not require a Sneak check to stay hidden
Shattergun: Can't be deflected by an energy blade, damage of this weapon is not reduced by armors of AC 16 or less
Shield Overload: If dealing damage, the weapon disables Shield Deflectors and if its damage is negated by a Force Field, it is also disabled.
Suppressive Fire: If the user did not move in the movement phase, Suppressive Fire can be used, roll for damage, all units within the optimal range of its cone of sight that are not behind Heavy Cover take half of the rolled damage
Staff: The weapon excels in defensive maneuvers and parries, the user gets a +2 AC bonus while wielding it
Steady: If the user did not move in the movement phase, on a miss reroll the attack
Throwable: The weapon can be thrown in 10/20 range, if failed the weapon is lost, if succeeded it can be retrieved from the body of its target, once the target is dead
Versatile: If held with two hands, damage dice upgrade to the next level, for example 1d8 becomes a 1d10, 1d10 becomes a 1d12
Whip: Covers three hexes in attack, do not have to be in a straight line.