Post by Lord Protector on Apr 8, 2021 22:29:12 GMT
You can use this form to propose a starship 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
Starship 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 Starship Weapons
Anti-Armor: Double damage to ships without shields
Beam: Able to split damage between multiple hexes, the damage is divided by the number of hexes targeted.
EMP: Double damage to enemy shields, ignores armor rating when attempting to disable ship's systems
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.
Heavy: Damage is not reduced by Light or Heavy armor, Armor Rating still applies. -1 penalty to hit smaller ships per 1 point of size rating difference.
Ionic: Double damage to enemy shields, ignores shields when attempting to disable ship's systems
Light: Can be mounted on starfighters
Mine: Stays on the deployed hex until another unit moves into it, then causing damage
Point-Defense: Receives a +2 bonus to hit starships of smaller size
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)
[hr]
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]
Starship 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 Starship Weapons
Anti-Armor: Double damage to ships without shields
Beam: Able to split damage between multiple hexes, the damage is divided by the number of hexes targeted.
EMP: Double damage to enemy shields, ignores armor rating when attempting to disable ship's systems
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.
Heavy: Damage is not reduced by Light or Heavy armor, Armor Rating still applies. -1 penalty to hit smaller ships per 1 point of size rating difference.
Ionic: Double damage to enemy shields, ignores shields when attempting to disable ship's systems
Light: Can be mounted on starfighters
Mine: Stays on the deployed hex until another unit moves into it, then causing damage
Point-Defense: Receives a +2 bonus to hit starships of smaller size