Khy wroteColonExtended Range Weapons (Weapon upgrade); Adds two hexes to a gun’s range but adds 50% to a gun’s weight
Khy wroteColonAutoguns (Weapon Upgrade); Add 25% of the gun’s weight and adds a consecutive +1 to hit per round fired after the first (Resulting in +0 for single-fire, +1 for doubling down and +2 for tripling down) but allows a third shot to be taken if the pilot desires it when doubling down. (Essentially mimicks recoil and the increased possibility of jamming.)
Khy wroteColonReliable Guns (Weapon Upgrade); Add 25% of gun’s weight and 10% of the cost but on a 1, reroll; on anything other than a 1, the gun misses but does not jam. Additionally, because of the simplicity and durability of the weapon, it may ignore its first hit though it loses the ‘re-roll on ones’ option.
Khy wroteColonHALO Chute Pack (Cockpit upgrade, Boarder Upgrade; Must be HALO trained); Equippable on boarders and pilots; makes immune to chute-poppers and allows low-altitude insertions.
Khy wroteColonRedundant Engine(Engine Upgrade; Add 10% to a plane’s engine weight and 250% to a plane’s engine cost but when pushing if the player rolls a 1, reroll. Only on another one does the engine flare out; instead the plane moves in the direction and course it originally plotted but does not travel the additional hexes it planned to move by. If pushing acceleration and this occurs, the plane moves its maximum acceleration but no more and follows what remains of its flight path. In addition to this, unless the completely checked off in the process, the engine may ignore the first hit but as a result loses its reroll capability.
Khy wroteColonLight Engine (Engine Upgrade); Subtract 20% of a plane’s engine weight and add 200% to the engine cost but if the plane pushes it will always flare out on a 1 or a 2.
Khy wroteColonReinforced Airframe (Airframe Upgrade); Add 15% to the airframe weight and 300% to the cost of the airframe. If the plane ever goes out of control, reduce the number of stress fractures by 3 for a MoF of 2 or less, 2 for a MoF of 3-4, 1 for a MoF 5-6 and 0 for 7 or more.
Khy wroteColonLight Airframe (Airframe Upgrade); Subtract 20% of airframe weight and add 200% to the cost of the airframe but if the plane ever loses control, for every two degrees the pilot failed by on their push roll, they take an additional wing fracture.
Khy wroteColonPressurized Cockpit (Cockpit Upgrade); Add 10% to the weight and 25% to the cost of the cockpit but allows the pilot to exceed 17K feet without any adverse effects. Also renders him/her immune to duster attacks but not plane-damaging ones such as the flaming gas vapor use.
Khy wroteColonDuster Sprayers (Weapon Upgrade/Other); Plane must have cargo space for payload, costs $50 and takes up 10 lbs. A duster may disperse a vaporized chemical (water based) in consecutive order along his flight path, beginning in his starting hex, but cannot be deployed in the hex the plane ends in. Use of a Duster Sprayer is declared during the movement phase like Aerial Mines. Duster fuel is stored in the payload and is expended at the rate of 1 Lb/hex. Most available fuels for combat include fog-sprayers (which block line of sight), vaporized gasoline (??? Magnesium hits, PROFIT) or chemical weapons (which cause any pilot passing through them to make a 10-CON roll or take Constitution damage equal to ½ MoF—WIP; currently is a bit lethal, but haven’t thought of anything better, yet). Pressurized Cockpits are immune to chemical/biological Duster attacks but not plane-damaging ones such as the flaming gas vapor use.
Khy wroteColonLast, don't be afraid to give me critiques, Patrick; I need them so I can weed out what is unnecessary and refine what remains. You guys are doing me a favor by helping me figure out what I can improve and I'm not going to bite you for it.
Patrick wroteColonKhy wroteColonExtended Range Weapons (Weapon upgrade); Adds two hexes to a gun’s range but adds 50% to a gun’s weight
Not sure I like this one. while it isn't realistic for the larger calibers to be shorter range, it is a good balancing of the mechanics of the game. I don't disagree with the concept though. Maybe "long range" ammo? It would be DD impact but 2 hexes longer? Or something.
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