Post by slayernz on Jun 13, 2013 18:35:43 GMT -5
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[li] Would be really cool if there was a motion tracker type equipment (ala Aliens). If you could select it for one turn, it will highlight the locations of the aliens within x radius (maybe 20 squares)
[/li][li] Sniper weapons - high range (6sq), high damage, low ammo capacity
[/li][li] Changing the Neptune type weapons to be slightly more area affect - it's a blimmin HMG that gets bolted to the ground for a particular turn. You'd think that it would be an effective area suppress weapon Alternatively, the damage could be higher. The stock standard one is 4DP. the best is only 6DP. Heck, the devastator's are 7DP and you get to move around with them after shooting.
[/li][li] Grenades for the off-hand. If selected, the templar gets to throw a grenade up to 5 squares away. Blast radius one or two squares from target square.
[/li][li] Laser class weapon. You should be able to fire this puppy and hit everything within a straight line (if there are 3 aliens, all three get hit). You wouldn't be able to fire around another knight, and you should only be able to fire it once per turn just due to the recharge/heat. You should be able to switch to your off-hand weapon for the rest of the turn.
[/li][li] Proximity mines ... takes 2AP to set a charge, and the cheaper versions cannot determine friend or foe. Damage similar to grenade.
[/li][li] Any chance of a rear-firing weapon? Very useful when you are trying to get to an extraction point. Turning around costs 2AP, then firing even once means you almost certainly don't get a chance to move forward much more than a square per turn. Alternatively, you have to walk backwards all the time, and maybe you can get 2 squares per turn.
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1. A decoy piece of equipment. You drop it on the battlefield, and after a turn, it activates and attracts the xeno's that are near-by. It has, say, 20 HP and Armor 8 Plate, 5 Shield. That way xeno's can destroy it after a few turns.
2. A tracker station. When the knight places this device and enables it, it detects all lifeforms within 20 squares radius. It's small enough that it doesn't block corridors (Knights/xeno's can go past it). It does have some armor plating, but it can be destroyed. the enemy human forces would be able to destroy it if they found it.
- shockwave grenade - if possible pushes both templars and enemies adjacent to targeted tile one tile away.
- plasma grenade - creates plasma flame with 1 tile splash
- nanofiber grenade - creates smoke on tile that last for one turn. You cannot shoot thourgh or inside smoke, enemies must stop when they enter smoke, templars must use 2AP to enter smoke and cannot turn when in smoke. At the beginning of new turn smoke disperses.
Be sure that the Nukes are branded "Cadar Corp - Making things go Bang is our job"
[li] Would be really cool if there was a motion tracker type equipment (ala Aliens). If you could select it for one turn, it will highlight the locations of the aliens within x radius (maybe 20 squares)
[/li][li] Sniper weapons - high range (6sq), high damage, low ammo capacity
[/li][li] Changing the Neptune type weapons to be slightly more area affect - it's a blimmin HMG that gets bolted to the ground for a particular turn. You'd think that it would be an effective area suppress weapon Alternatively, the damage could be higher. The stock standard one is 4DP. the best is only 6DP. Heck, the devastator's are 7DP and you get to move around with them after shooting.
[/li][li] Grenades for the off-hand. If selected, the templar gets to throw a grenade up to 5 squares away. Blast radius one or two squares from target square.
[/li][li] Laser class weapon. You should be able to fire this puppy and hit everything within a straight line (if there are 3 aliens, all three get hit). You wouldn't be able to fire around another knight, and you should only be able to fire it once per turn just due to the recharge/heat. You should be able to switch to your off-hand weapon for the rest of the turn.
[/li][li] Proximity mines ... takes 2AP to set a charge, and the cheaper versions cannot determine friend or foe. Damage similar to grenade.
[/li][li] Any chance of a rear-firing weapon? Very useful when you are trying to get to an extraction point. Turning around costs 2AP, then firing even once means you almost certainly don't get a chance to move forward much more than a square per turn. Alternatively, you have to walk backwards all the time, and maybe you can get 2 squares per turn.
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[/quote]
1. A decoy piece of equipment. You drop it on the battlefield, and after a turn, it activates and attracts the xeno's that are near-by. It has, say, 20 HP and Armor 8 Plate, 5 Shield. That way xeno's can destroy it after a few turns.
2. A tracker station. When the knight places this device and enables it, it detects all lifeforms within 20 squares radius. It's small enough that it doesn't block corridors (Knights/xeno's can go past it). It does have some armor plating, but it can be destroyed. the enemy human forces would be able to destroy it if they found it.
during Narvidian Dawn I desperatly need one thing: grenades. Each templar may choose one grenade per mission, using it costs 1AP and it has targeting arc of 180 degees and range, lets say 3 tiles. Grenades would be rather defensive weapon and I'd like to see three kinds of them:
- shockwave grenade - if possible pushes both templars and enemies adjacent to targeted tile one tile away.
- plasma grenade - creates plasma flame with 1 tile splash
- nanofiber grenade - creates smoke on tile that last for one turn. You cannot shoot thourgh or inside smoke, enemies must stop when they enter smoke, templars must use 2AP to enter smoke and cannot turn when in smoke. At the beginning of new turn smoke disperses.
Nukes Nukes Nukes ... we want the Captain to carry one for the situation where he finds a hive so over-run that it would be better if he sacrifices his squad for the benefit of the galaxy
Be sure that the Nukes are branded "Cadar Corp - Making things go Bang is our job"
Grenades, grenades, grenades. Just saying cuz, "It sure would be nice if we had some grenades." - Jayne