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Weapons you want in game

Discussion in 'Access Guide to the Human Sphere' started by Mahtamori, Jan 9, 2018.

  1. leigen_zero

    leigen_zero Morat Pacifist

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    Apologies, I knew we had the RAW for how to work with a direct circular template, I was thinking more about how it plays out on the tabletop. Bad choice of words on my part :blush:
     
  2. gregmurdock

    gregmurdock Extremely Beloved Member

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    I'm with you on this and had the same reaction to the Red Fury but now that I've been using it I really like it. I'm one of the few people (that I know of) who prefers the Spitfire over the HMG so more "Spitfires" is fine with me.
     
  3. Cannon Fodder

    Cannon Fodder Well-Known Member

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    I want a new skill called 'Luck'.

    Any time this models is hit by a critical hit they make a damage roll with +3 ARM/BTS instead of taking automatic damage.
     
  4. regelridderen

    regelridderen Dismember

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    Of course you do, yet there is little reason for making an entry for a Red Fury, when you can just make an entry of Spitfire + Shock Ammo.

    Plus, the name just screams Bloody McBloodwolves Wolfblood Bloodbolter :p
     
  5. konuhageruke

    konuhageruke Well-Known Member
    Warcor

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    Nanotech-combi riffle
    Pheromonic granade
    Pheromonic mine (Igao, Boarding Shotgun, Pheromonic mines, minelayer :) )

    Push Ammo. Dam: Ph-6. Forces target to move 2inches away in line from the shooter, obstacles smaller than siluette does not block this move. May cause fall damage if this forces to move away from rooftop/container, etc.
     
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  6. Dragonstriker

    Dragonstriker That wizard came from the moon.

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    To all the Red Fury questioners;
    Red fury is not just a shock spitfire with dam 13 as it has different range bands too. It’s absolutely a different weapon.
     
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  7. eciu

    eciu Easter worshiper

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    So new dedicated ammo to kill all those friking infiltrating snipers ?

    Although I love to play my TOMSROS, this ammo could be hilarious ;P
     
  8. Stiopa

    Stiopa Trust The Fuckhead
    Warcor

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    Yeah, it might cause some gameplay problems, but I find the idea hilarious, in a good way :D

    Haven't seen it yet in this thread: Adhesive templates.
     
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  9. Superfluid

    Superfluid Welcome to Svalarheima

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    Muddle Ammo type. Make those affected by it stand up and move 2" in a random direction.

    On Auxbot plx
     
    Stiopa likes this.
  10. leigen_zero

    leigen_zero Morat Pacifist

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    Adhesive ammo mines
     
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  11. Stiopa

    Stiopa Trust The Fuckhead
    Warcor

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    This was my wish for the Kamau. SWAT-type unit, with various unusual and non-lethal options. Like SWAT Auxbot, with ARM 3, Stun LGL and ADHL/ADHL template.
     
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  12. Superfluid

    Superfluid Welcome to Svalarheima

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    Reactive smoke armour that whenever you make ARM check it puts a smoke template on its wearer at the end of the order.

    Ignored if the user goes unconscious, and Ignored by crits of course.

    (and then give it to PanO on a 50pt 1W model)
     
    #72 Superfluid, Jan 17, 2018
    Last edited: Jan 17, 2018
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  13. Sabin76

    Sabin76 Well-Known Member

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    Guys... I think we've lost track of what this thread is really about.

    Can we get back to those voodoo grenades/mines?!
     
  14. Stiopa

    Stiopa Trust The Fuckhead
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    New weapons, obviouly. We've just branched a bit into possible applications.
     
  15. Superfluid

    Superfluid Welcome to Svalarheima

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    Oooh, Reactive eclipse smoke armour could be a nice octopus themed HI for varuna.
     
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  16. Contaminator

    Contaminator Brigadier of Baguette Brigade

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    So I like some of the things that have been mentioned so far. Definitely the Adhesive Ammo Mines. That would be amazing. But there is something I would reeeeeaaalllly like to see:

    ECM Grenades/Mines
    standard grenade ranges - Disposable (2) - Spec Fire (If Grenade)
    One full turn of persistance. Can be hacked at WIP-6 or engineered at unmodified. Any unit that starts the turn in the zone is considered isolated. moving out of zone returns them to normal at start of next turn. Moving into zone on active turn disable comms equipment and hacking devices. Starting turn out of zone passing through zone and ending out of zone only results in having to reconnect any equipment like REM.

    What do you all think?
     
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  17. Sabin76

    Sabin76 Well-Known Member

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    Lol. I know... I was just being cheeky. As in, "There is really only one thing worth discussing here, and that's Sepsistor 'nades/mines!!!"
     
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  18. Superfluid

    Superfluid Welcome to Svalarheima

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    Thats pretty cool actually.

    You could do a spin on it by having a grenade that rather than doing damage performs a one time Blackout! or Oblivion hack on all targets under the template. Not sure how the procedure for rolls would work, if you'd be able to crit with the Phys roll, or whether it should be face to face against an opposed reset. I feel like dodging shouldn't work against in this situation.

    Or a throwable grenade that puts people in the targetted state, like a marker.
     
  19. Sabin76

    Sabin76 Well-Known Member

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    Thinking about it thematically, I'd say a dodge roll could be used as long as it would place you outside the template area. That would give low WIP/high PH models a chance. Reset otherwise. It wouldn't make much sense for the reset roll to be f2f, but mechanically it might be necessary.

    That would really only work if it doesn't create a zone, though.

    If you stick with zone creation, it might have to be something like automatic WIP roll at the end of any order that touched the zone in any way. Fail = Isolated... or something.
     
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  20. prophet of doom

    prophet of doom Well-Known Member

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    STUN close combat weapons.
    And I would also like it if Stun would be more effective in the rules, such as being like the IMM-1 state.
     
    Belgrim likes this.