Arnis Carbine Designed for intense CQB fighting, the Arnis Carbine (named after a form of Filipino Martial Arts which uses rapid and lethal strikes from knives and sticks to incapacitate an enemy) has been designed by famed weapons manufacturers FGA for use by the Pan-Oceanian Red-K Combat Group on Paradiso. Providing the rate of fire of a heavier "machine gun" type weapon, but with a smaller calibre and shorter range, the Arnis is exceptionally useful in rifle-range combat where it is lighter and more easily controlled, as well as requiring less logistical support and therefore being a weapon which could, theoretically, be widely distributed. Since these early testing licensing agreements between FGA and various other companies have opened up, and the Arnis weapon style has been seen in the hands of elite CQB commandos and the like across the Sphere. 0-16 +3, 16-24 -3, 24-48 -6 Damage 13, Burst 4 Traits: Suppression fire Typically I'd see this weapon costing about 3-4pts more than a Combi-Rifle and 0.5 SWC. It'd be something given to Bolts, Bagh-Mari, Grenzers, Wildcats, Thorakitai... assault troops and tactical teams, that sort of thing. In design kind of rifle length but with a large magazine and a stripped down, lightweight feel to it. Maybe no scope for even more maneuverability and such. There's been a few situations where I've thought "it'd be cool if there was an equivalent to 2 Combi Rifles that doesn't require it be believeable that whatever troop in question can wave two battle rifles around," and this is basically it, with slightly reduced longer range because dakka over accuracy.
@Solar going by other costs, I'd say the Arnis would be cheaper than a Multi Rifle and not cost SWC unless the unit had complementing abilities that merits it, such as Infiltration, Hidden deployment or <mandatory joke> being Acon Regulars.
Well, SWC seems to usually come from range past rifle range, and burst over 3, so I thought it probably suits for this to typically have 0.5 SWC as that's what the Kotail pays for it (Ajax doesn't, but he probably gets an impetuous SWC discount, and the Gecko doesn't, for reasons unknown...). On reflection mind, the double combi rifle loadout on the Kotail costs, like, 2pts so yeah that seems more reasonable. But for 2pts they're worth always taking over a combi-rifle, almost (like if Bagh-Mari had them, for example), so I'd say the 0.5 SWC would balance them a bit. I'd also say that as it's a mostyl rifle sized weapon you could have attachments to it, so you might have an Arnis Carbine + LFT or Arnis Carbine + E/Mitter, which would be cool.
Antitank mine To each unit that has AP mines one of theese comes for free. Works similar to AP mine with following restrictions: Mine Triggers when a HI, TAG enters Trigger area, and the trigger area is large template. DAM 13 AP+DA. Mine has S1 when discovered but regular S2 as camo. Cannot be placed with minalayer skill. Applies additional -3 to dodge.
Okay this is my weapon spec, it's called Terry Trash'ems Spectacular Soupifier. TTSS: B:6 DAM: 5 AMMO: AP (Maybe shock) 0-8 -3 8-16 -6 N/A Thank you for reading my post
They really did abuse their own points system to work that Spitfire into paying the 1 SWC of a Red Fury instead of the 2 that a Spitfire would have demanded. On the other hand, that Fatality L1 also gave the Great Hatter extra damage on the Panzerfaust and upgraded the pistol. I just hope it costs significantly more than 3 points (which is the guesstimate difference of a Shock Spitfire vs Red Fury).
Dont know if it has been covered earlier in the thread. Since Remotes have become a part of core fireteams i would like to see moving cover! Imagine a core team of US Ariadna Grunts moving up the field behind their trusty MULE with baggage granting them cover. Also fire grenades and fire mines would be cool to be traps setup by the Hardcases.
Hardcases are American frontiersmen, they'd be raised on tales of Smokey the Bear so unlikely to use Fire Weapons.
Could be more a skill/equipment but a ballistic shield would be interesting, though AFAIK REMs can technically be used as cover already. Could also be a high-tech variant, a deplorable energy shield, or maybe an ablative thing that survives so many hits? And USAriadna Smokey don't mess about.
Auto Sniperrifle: +0 0-8; +3 8-40; -3 40-48; Ammo: Shock Burst: 3 1 SWC Dam: 14 Special weapon for infiltrating Snipers.
I actually really like this idea. Partly because there is a somewhat similar mechanic in one of my other favorite mini games, Bolt Action. On moral checks if your boys roll box cars you have to use the FUBAR chart which has the chance of laying into the nearest friendlies because they are terrified. Because lower grade troops have to make more frequent moral checks it tends to happen that your conscripted troops panic and friendly fire more often than others. I would be excited to see (but totally fine if it doesnt happen) to see a similar mechanic added to infinity. So all troops could be targated by this weapon but irregular troops of a certain variety, anything listed as a garrison troop, and the occasional line trooper, would be more suseptable to this weapon. And rather than always generating an ARO that has to be an attack maybe its a randomly generated ARO or maybe while under the influence of the weapon (a turn or two) would have to attempt a WIP save to negate the ARO. On a fail if the number is odd then it has to be an attack ARO or on an even number it has to be a dodge ARO. There are a lot of interesting interactions with stats that could be applied. Almost feels like a Tohaa pheroware type of deal (or maybe they are just super good at it) and would function similar to hacking.
Know what I want to see? A Burst 4 plasma weapon. Could be a spitfire lite with base DMG 13 or go full hog with HMG profiles that are either dmg 14 with the template or 15 without. I'd love to see something like this mounted on the Avatar or the Sogarat. Plasma CCWs would be hilarious too