New Munitions Types (Upgrades)
Oct 10, 2019 17:59:19 GMT
Post by spiceracksargent01 on Oct 10, 2019 17:59:19 GMT
So, having gone over the Combat Guide again, I've revised my Explosive Ammo proposal from last year to fit the combat guide's damage type bonus specifications, as well as come up with possible templates for a couple of other potential ammo types.
Price: 150 credits x tier
Incompatible With: Artillery Weapons
[li]EMP Warheads: Swaps out the base warheads of rocket-propelled munitions with EMP warheads. These specialized warheads emit an Electromagnetic Pulse upon detonation to disrupt Mobile Suit electronics. Caution is advised in clustered combat environments, however; like conventional explosives, EMPs affect everyone equally.[/li]Effect: +Shock Damage (Opponent rolls DC12 CON save: -2 ER and Redirection on failure; Critical Hits stun for 1 turn)
Price: 150 credits x tier
Compatible With: Bazooka and Launcher Weapons
Note: Will replace Explosive Damage with Physical/Shock Damage
Bonus: Shock Damage bonus affects covered targets benefitting from Small Cover
Warning: Non-Critical Shock Damage effects will affect ALL Mobile Suits within Close Range of target
[li]Cryo Rounds: Swaps out a weapon's base magazine and ammunition for specially crafted, refrigerated magazines loaded with Liquid Nitrogen-filled Cryo Rounds. While more expensive and unconventional compared to other types of munitions, these rounds are highly effective at making weaponry and delicate MS internal mechanics more brittle, making them more easily damaged and destroyed in combat. The complex mechanics behind the magazine's refrigeration systems prevent these rounds from being loaded into rocket-based and high rate-of-fire weaponry.[/li]Effect: +Cold Damage (+50% damage when Sundering, +25% damage when Crippling)
Price: 200 credits x tier
Incompatible With: Automatic, Bazooka, and Launcher Weapons
[li]Mine Shells: swaps out a weapon’s base ammunition with Mine Shells. These high-capacity, High-Explosive rounds rely almost entirely upon the fiery and concussive force of their detonation, rather than a fragmenting shell, to deal damage. This makes them powerful anti-air or anti-fortification rounds, depending on the equipped weapon’s type. Their lower mass compared to conventional rounds results in a higher initial muzzle velocity, which is offset by an increase in bullet drop, however.[/li]Effect: +Explosive Damage
Bonus (Automatic): shots deal critical damage against Light Armor and Flying enemies
Bonus (Cannon): Explosive damage becomes Explosive(+), double damage to Cover
Quirks: Accuracy profile modification:
Compatible With: Automatic and Cannon Weapons[/ul]
- Explosive Rounds: Swaps out a firearm's base ammunition with explosive rounds, allowing the weapon's fire to cut corners and deal damage hidden enemies. While less powerful than a bazooka, these rounds are useful for areas where heavy weapons are less viable.
Price: 150 credits x tier
Incompatible With: Artillery Weapons
[li]EMP Warheads: Swaps out the base warheads of rocket-propelled munitions with EMP warheads. These specialized warheads emit an Electromagnetic Pulse upon detonation to disrupt Mobile Suit electronics. Caution is advised in clustered combat environments, however; like conventional explosives, EMPs affect everyone equally.[/li]Effect: +Shock Damage (Opponent rolls DC12 CON save: -2 ER and Redirection on failure; Critical Hits stun for 1 turn)
Price: 150 credits x tier
Compatible With: Bazooka and Launcher Weapons
Note: Will replace Explosive Damage with Physical/Shock Damage
Bonus: Shock Damage bonus affects covered targets benefitting from Small Cover
Warning: Non-Critical Shock Damage effects will affect ALL Mobile Suits within Close Range of target
[li]Cryo Rounds: Swaps out a weapon's base magazine and ammunition for specially crafted, refrigerated magazines loaded with Liquid Nitrogen-filled Cryo Rounds. While more expensive and unconventional compared to other types of munitions, these rounds are highly effective at making weaponry and delicate MS internal mechanics more brittle, making them more easily damaged and destroyed in combat. The complex mechanics behind the magazine's refrigeration systems prevent these rounds from being loaded into rocket-based and high rate-of-fire weaponry.[/li]Effect: +Cold Damage (+50% damage when Sundering, +25% damage when Crippling)
Price: 200 credits x tier
Incompatible With: Automatic, Bazooka, and Launcher Weapons
[li]Mine Shells: swaps out a weapon’s base ammunition with Mine Shells. These high-capacity, High-Explosive rounds rely almost entirely upon the fiery and concussive force of their detonation, rather than a fragmenting shell, to deal damage. This makes them powerful anti-air or anti-fortification rounds, depending on the equipped weapon’s type. Their lower mass compared to conventional rounds results in a higher initial muzzle velocity, which is offset by an increase in bullet drop, however.[/li]Effect: +Explosive Damage
Bonus (Automatic): shots deal critical damage against Light Armor and Flying enemies
Bonus (Cannon): Explosive damage becomes Explosive(+), double damage to Cover
Quirks: Accuracy profile modification:
- Close Range: +1
- Mid Range: -1
- Long Range: -2
Compatible With: Automatic and Cannon Weapons[/ul]