Post by redartrats on Oct 13, 2016 15:21:36 GMT -5
Not sure whether this fits in the ST world or the templar order's philosophy, but what about a talent for laying traps to protect narrow corridors? Perhaps this can be worked into the proposed new Assassin class, or added to the Scout or Engineer? Basically, the templar lays a proximity-triggered bomb on a single square, and anything (both xeno and templar -- so you have to be careful where you lay the trap) that steps on the square will trigger an explosion that destroys the device and inflicts grenade-like damage. Any xeno in motion will stop and reconsider its move if hit by the explosion (but stopping isn't guaranteed).
Higher level skill level increases the damage caused by the bomb, and may increase the radius of detection (say to a 5-square cross centered on the trap location) such that anyone that steps onto the template will trigger an explosion. The explosion will still be centered on the trapped square, so it will cause less damage than if the xeno steps right on top of it, so you have to be able to anticipate the xeno's path when laying the trap.
Other factors to consider: the bomb could have a Stealth attribute, that determines how easily a xeno will detect its presence and avoid stepping close to it (but this might be too complicated to implement?).
Also, should be limited use so that you can't just lay 50 traps and basically make yourself untouchable to the xeno. Should cost supply points to restock, and comes only in packs of 3 or 4 each time.
Other related ideas: a Decoy-laying talent, where the templar lays an el cheapo inflatable plastic model of a leviathan suit loaded with explosives. When the xenos attack the decoy, it explodes in their face. Draws xeno attention (hopefully away from the squad). Higher-level xenos have a higher chance of recognizing the decoy and ignoring it. Could be useful for escaping from an overwhelming rush of xeno when a Scout's Null Field wears out deep inside enemy territory.
Booby-trapping doors: explodes in the xeno's face when it tries to open the door.
Proximity sensor: lays a detector on a square that alerts you when a xeno passes with n squares of the device. Doesn't cause any damage, but could be useful for alerting the squad when a xeno has sneaked in through the backdoor.
Higher level skill level increases the damage caused by the bomb, and may increase the radius of detection (say to a 5-square cross centered on the trap location) such that anyone that steps onto the template will trigger an explosion. The explosion will still be centered on the trapped square, so it will cause less damage than if the xeno steps right on top of it, so you have to be able to anticipate the xeno's path when laying the trap.
Other factors to consider: the bomb could have a Stealth attribute, that determines how easily a xeno will detect its presence and avoid stepping close to it (but this might be too complicated to implement?).
Also, should be limited use so that you can't just lay 50 traps and basically make yourself untouchable to the xeno. Should cost supply points to restock, and comes only in packs of 3 or 4 each time.
Other related ideas: a Decoy-laying talent, where the templar lays an el cheapo inflatable plastic model of a leviathan suit loaded with explosives. When the xenos attack the decoy, it explodes in their face. Draws xeno attention (hopefully away from the squad). Higher-level xenos have a higher chance of recognizing the decoy and ignoring it. Could be useful for escaping from an overwhelming rush of xeno when a Scout's Null Field wears out deep inside enemy territory.
Booby-trapping doors: explodes in the xeno's face when it tries to open the door.
Proximity sensor: lays a detector on a square that alerts you when a xeno passes with n squares of the device. Doesn't cause any damage, but could be useful for alerting the squad when a xeno has sneaked in through the backdoor.