wotc idea: technical upgrade
Posted: Wed Aug 30, 2017 2:57 pm
this is the unit class idea, to replace/upgrade teh technical.
partially based on the crap idea I posted here http://www.pavonisinteractive.com/phpBB ... 15&t=26770
CHANGE IDEA
weapon replacement: the secondary gauntlet is replaced with a primary flamethrower and secondary fuel tank, the fuel tank allows reloading of the flamethrower on a 5 turn cooldown. (while the flamethrower only has 2 ammo).
primary weapon: hellfire flamethrower
info: a salvaged advent flamethrower with a recoilless rifle mounted bellow the main flame projector.
main attack: fires recoilless rifle (has 2 ammo, stats are the same as an assault rifle though instead of a burst fires a single round.)
abilities: use of the flamethrower ability has 2 charges.
fire rocket: loads and fires a rocket from the recoilless rifle (based around RL ones, which can fire ballistic and explosive rounds) (you only get one)
secondary weapons
fuel tank: info while equipped allows reloading of the flemathrower and all linked abilities though has a 5 turn cooldown on reload. (no burning things every turn).
explosive munitions box: info a rocket focused equip instead of allowing the reloading of the flamethrower allows reloading of the rockets. has a 3 turn cooldown instead of a 5.
balance change in idea:
rockets: would have a smaller blast range and unless you put ranks into them more spread as their accuracy would be directly tied to the soldiers accuracy.
class: if hit by a flank crit has a chance to explode do the the backpacks, also maintains the purifiers 70% chance to explode on death. (balancer, you get high powered heavy weapons from this guy but if he dies and you have a tight formation it may take out your squad).
death detonation: depending on pack, if have the fuel tank anything in 3 range will be lit on fire with the ground burning around the corps for 3 turns, if have the munitions box explodes dealing 1-6 damage to everything in 4 range.
other ideas
new ability for rocket class
munitions reload: once per mission can refill explosives to all allies with in 3 range of the technical.
new flamethrower ability
lob fire ball: charges based on flamethrower ammo (takes 2 to fire once), lobs a grenade launcher range fire ball instead of a cone burn. acts like a fire bomb in all aspects.
base idea with flamethrower abilities: with the weapon gaining the ability to be reloaded each ability takes ammo from the weapon with most taking one or two ammo but the top tier ability's taking 3 (which requires an extended mag)
partially based on the crap idea I posted here http://www.pavonisinteractive.com/phpBB ... 15&t=26770
CHANGE IDEA
weapon replacement: the secondary gauntlet is replaced with a primary flamethrower and secondary fuel tank, the fuel tank allows reloading of the flamethrower on a 5 turn cooldown. (while the flamethrower only has 2 ammo).
primary weapon: hellfire flamethrower
info: a salvaged advent flamethrower with a recoilless rifle mounted bellow the main flame projector.
main attack: fires recoilless rifle (has 2 ammo, stats are the same as an assault rifle though instead of a burst fires a single round.)
abilities: use of the flamethrower ability has 2 charges.
fire rocket: loads and fires a rocket from the recoilless rifle (based around RL ones, which can fire ballistic and explosive rounds) (you only get one)
secondary weapons
fuel tank: info while equipped allows reloading of the flemathrower and all linked abilities though has a 5 turn cooldown on reload. (no burning things every turn).
explosive munitions box: info a rocket focused equip instead of allowing the reloading of the flamethrower allows reloading of the rockets. has a 3 turn cooldown instead of a 5.
balance change in idea:
rockets: would have a smaller blast range and unless you put ranks into them more spread as their accuracy would be directly tied to the soldiers accuracy.
class: if hit by a flank crit has a chance to explode do the the backpacks, also maintains the purifiers 70% chance to explode on death. (balancer, you get high powered heavy weapons from this guy but if he dies and you have a tight formation it may take out your squad).
death detonation: depending on pack, if have the fuel tank anything in 3 range will be lit on fire with the ground burning around the corps for 3 turns, if have the munitions box explodes dealing 1-6 damage to everything in 4 range.
other ideas
new ability for rocket class
munitions reload: once per mission can refill explosives to all allies with in 3 range of the technical.
new flamethrower ability
lob fire ball: charges based on flamethrower ammo (takes 2 to fire once), lobs a grenade launcher range fire ball instead of a cone burn. acts like a fire bomb in all aspects.
base idea with flamethrower abilities: with the weapon gaining the ability to be reloaded each ability takes ammo from the weapon with most taking one or two ammo but the top tier ability's taking 3 (which requires an extended mag)