Vol stat cards
Moderators: warman45, Rev. Sylvanus
- Strana
- Dimmy
- Posts: 725
- Joined: Tue Feb 03, 2009 6:36 pm
- Location: Grand Admiral of the Hodgepodgian fleet
that would help
THE EXTREME POwer bOArd berserkr now 70% more likely to kill someone
more though its the general and quick movement of troops early in a game that would help the Vol immensly.thier relativly slow troops with <a href='http://tinyurl.com/y42zurt'>alot</a> of close in skill they deal death at 6" you just have to get them there first
THE EXTREME POwer bOArd berserkr now 70% more likely to kill someone
more though its the general and quick movement of troops early in a game that would help the Vol immensly.thier relativly slow troops with <a href='http://tinyurl.com/y42zurt'>alot</a> of close in skill they deal death at 6" you just have to get them there first
DARN
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
# odds and ends: a motley assortment of things
# patchwork: a theory or argument made up of miscellaneous or incongruous ideas
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
# odds and ends: a motley assortment of things
# patchwork: a theory or argument made up of miscellaneous or incongruous ideas
I've come up with a way to get my Berserker into battle quickly, it consists of:
1 Rocket engine,
4 Short fins,
1 seat
and 1 Rollercoaster-style seat bar, to hold him in place during the short flight.
It doesn't fly so much as it, erm... hops.
1 Rocket engine,
4 Short fins,
1 seat
and 1 Rollercoaster-style seat bar, to hold him in place during the short flight.
It doesn't fly so much as it, erm... hops.
"If someone ever tries to kill you, you try to kill them right back." -Malcolm Reynolds
I have made some changes to the Vol infantry, namely getting rid of their useless shields, and upgrading their armor to Powered armor (by raising the CP and removing the movement penalty,) Also I have added a more random element to their armor.
I have also come up with some stats regarding the Shotguns I use, with a little tweaking, they would work as flamethrower stats as well.
My new stats are as follows:
Vol weapons:
Battlerifle: cost 3CP, shots 3, use 3, range 6", damage 1d6
Controlled fire. Cost: 2CP
The standard tactic used by the Vol
is a three-round burst, however, a Vol trooper may
take the time to line up his sights, resulting in higher
accuracy, at the expense of rate-of-fire. A Vol trooper
can trade his three shots at 1D6 accuracy for two shots
at 1D6+1, or one shot at 1D6+2. Alternately, he can add
shots by subtracting points from his roll.
Flechette Shotgun: cost 3CP, shots 1, use 3, range 6", damage 1d6
Flechette cloud. Cost: 2CP
Instead of using steel or lead pellets or slugs in their
shotguns, (as more humane civilizations would) the
Vol use a titanium fin-stabilized dart. This type of
ammunition is deadlier and more accurate than the
traditional load. For every 2" within the 6" range,
add 1d6 to the damage roll.
Vol heavy infantry
cost: 14CP
skill: 1d6
move: 5"
armor: 1d6+3
Equipment:
Powered armor: cost 3CP, +1d6 Armor
Battlerifle: cost 3CP, shots: 3, use 3, range 6", damage 1d6
CQC weapon: cost 2CP, use 2, range CC, damage 1d6
Specialty:
Controlled fire. Cost: 2CP
See above.
I have also come up with some stats regarding the Shotguns I use, with a little tweaking, they would work as flamethrower stats as well.
My new stats are as follows:
Vol weapons:
Battlerifle: cost 3CP, shots 3, use 3, range 6", damage 1d6
Controlled fire. Cost: 2CP
The standard tactic used by the Vol
is a three-round burst, however, a Vol trooper may
take the time to line up his sights, resulting in higher
accuracy, at the expense of rate-of-fire. A Vol trooper
can trade his three shots at 1D6 accuracy for two shots
at 1D6+1, or one shot at 1D6+2. Alternately, he can add
shots by subtracting points from his roll.
Flechette Shotgun: cost 3CP, shots 1, use 3, range 6", damage 1d6
Flechette cloud. Cost: 2CP
Instead of using steel or lead pellets or slugs in their
shotguns, (as more humane civilizations would) the
Vol use a titanium fin-stabilized dart. This type of
ammunition is deadlier and more accurate than the
traditional load. For every 2" within the 6" range,
add 1d6 to the damage roll.
Vol heavy infantry
cost: 14CP
skill: 1d6
move: 5"
armor: 1d6+3
Equipment:
Powered armor: cost 3CP, +1d6 Armor
Battlerifle: cost 3CP, shots: 3, use 3, range 6", damage 1d6
CQC weapon: cost 2CP, use 2, range CC, damage 1d6
Specialty:
Controlled fire. Cost: 2CP
See above.
"If someone ever tries to kill you, you try to kill them right back." -Malcolm Reynolds
Well, for my own two cents worth I prefer to represent rapid rates of firepower with a better to hit roll, even if it means a use of 2 in some cases. That way you balance the increased probability of a hit with only being able to hit one target. It's more deadly but in some ways more limited.
I also think 1D6 is very light for any kind of rifle and suits a pistol better. Natalya's way of looking at it fits, rifles that hit would/should kill.
I also think 1D6 is very light for any kind of rifle and suits a pistol better. Natalya's way of looking at it fits, rifles that hit would/should kill.