Poll

Would a short section from the perspective of the iconians be interesting?

Yes
10 (83.3%)
No
2 (16.7%)

Total Members Voted: 12

Author Topic: SPACE MARAUDERS - Deployment time  (Read 223855 times)

forget better rules we want an update

...

brb reading the new rules

EDIT: Do torcreeps w/o warheads must be bought, or do we automatically have them, once purchasing a warhead?
What exactly do the torcreep tubes/missile pod/strike launcher differ in? Just how many we can shoot in one round of firing and in ammo capable of being held?
« Last Edit: December 15, 2012, 09:01:08 PM by Conan »

Warheads are bought separately, like guns and ammo. The different torcreep launchers differ in how many max torcreepes you can fire in a turn and how much ammo they can hold.

i think shield should have a roll to see if they block a shot instead of instantly blocking something. but the roll should depend on what level the shield is, like if you had a really crappy shield it would be a 1/8 roll but with something high end you would get a 1/2 roll.

also, do defense slots include things like anti-missile defense systems (if those even exist) or do those go into the weapon slots? do passive things like repair drones or target finders go into defense slots too?

and the last thing i noticed was, shouldnt lasers do more damage/have a higher chance of penetrating enemy shields? just seems like something to balance out the kinetic-laser weapon balance.

but i mean yeah seems fine to me, well thought out and balanced.

Lasers should have an anti-shield weapon that temporarily overloads a number of shields for a turn or two, based on rolls, but do little damage.

Lasers should have an anti-shield weapon that temporarily overloads a number of shields for a turn or two, based on rolls, but do little damage.
there was that one weapon that said it shorted out shields, but imo i think all lasers should pierce shields at a greater rate then kinetic.

there was that one weapon that said it shorted out shields, but imo i think all lasers should pierce shields at a greater rate then kinetic.
Shields are better at deflecting energy than projectiles, which is why very large projectiles such as torcreepes ignore them.
And I totally forgot rules for ramming so I'll add those in tomorrow.

Shields are better at deflecting energy than projectiles, which is why very large projectiles such as torcreepes ignore them.
And I totally forgot rules for ramming so I'll add those in tomorrow.
do we get a bonus for pointed appendages?

we should invest on buying a pointier front
maybe just chop off that bottom part and slap it right on there

wtf is that thing anyways, the waste storage or what




This is Sedric O'Dell, once a highly-decorated member of the Querian Empire's space navy.  He was discharged on account of selling illegal weaponry to anyone, both enemy and friend; It depends on who pays the most.  Sedric is an amazing engineer, never speaks unless it is needed, is extremely quiet, and still wears his uniform because he feels most comfortable in it.  He will always try to do things in the most unorthodox way as possible, and usually succeeded in doing so.  He was known by his colleagues as "Greasemonkey."

Today, he still sells powerful and illegal weapons to multiple parties, and, despite the Querian Empire's constant attempts to capture him, he remains elusive.  Though intergalactic law prohibits it, to whom he sells weapons will not attempt to capture him, since they receive quality weapons from him.  He even sold Tippy some of her grenades.


sounds like character we could use to make more modified plasma cutters

sounds like someone we should turn in to the government
we're mercenaries, not criminals

Queerian?
No.

kw-AIR-EEun

sounds like someone we should turn in to the government
we're mercenaries, not criminals
Practically exempt from the law because no one bothers to try to capture him except the Querian Empire.

Only a criminal on one planet.

lol yeah im sure he liked his guns~~
(queerian)

To the space port.

We arrive back at a starport, but not before being paid $1500 for the mission.



CURRENT SHIP:
HP: 8/15
Armor: 7 (2 Ferronium Hull Plating, 1 Nanofiber Plating)
Shields: 3 (3 Magnetic Shields)
3 Shrapnel Cannons(27/135 ammo)
5 Autocannons(30/150 ammo)
2 Shredder Guns(24/120 ammo)
1 Fusion Beam

1 Shrapnel Cannon(180/180) in storage
$1587


REPAIR SHOP
Restore hull points.

Repair Hull....$50 per hull point


ARMORY
Buy weapons, ammo, armor, and shields

Kinetic Weapons
Shrapnel Cannon: Strength 4, 3 shots, Jamming Threshold 3, 45 ammo.....$250 buy, $150 sell
Autocannon: Strength 6, 2 shots, Jamming Threshold 4, 30 ammo....$500 buy, $300 sell
Shredder Gun: Strength 5, 4 shots, Jamming Threshold 2, 60 ammo.....$1500 buy, $1000 sell

Energy Weapons
Laser Repeaters: Strength 4, 2 shots....$350 buy, $250 sell
Photon Cannons: Strength 5, 2 shots....$600 buy, $400 sell

Ammo
Shrapnel Ammo....$1 per 3
Autocannon Ammo....$1 per 2
Shredder Ammo....$3 per 4

Armor/Shields
Ferronium Hull Plating: Armor Value 2....$150 buy, $100 sell.
Nanofiber Plating: Armor Value 3....$250 buy, $200 sell.
Magnetic Shields: Shield Value 1....$250 buy, $200 sell.
Reactive Shields: Shield Value 2....$350 buy, $250 sell.