Armored Yokai, on 20 April 2018 - 06:52 PM, said:
Guys GUYS, Let's do this!
You can create as many weapons as you want, even joke weapons (create a weapon that you feel would be balanced first)
Does it have to be weapons?
I've created half a dozen mechs / vehicles and some custom weapons.
An example of a custom weapon I did (please note this was done using actual board game rules).
Advanced MG prototype
(a pre-3025 precursor to the Heavy MG; originally created as a way of making an MG variant).
(Functionally identical to a UAC).
2 base damage/use. 1 ton, 2 crits. 0 base heat, but 1 secondary heat (see special). 200 uses per ton of ammunition.
Under the "Burst Fire machine guns" rule from TacOps, this triples...at the user's choice of once or twice for a maximum potential of 12 damage without factoring
Special: It is actually made out of two separate machine guns with the following special traits.
Primary is set to
Accurate Weapon to improve the chance of hitting.
The secondary is set to
Inaccurate Weapon to compensate for the original's accuracy, as well as to reflect the increased inaccuracy of 'spraying'. The weapon is also set to
Poor Cooling Jacket. This causes the MG's lesser half, or if we think MWO terms the "Ultra" mode option of this MG to cause heat.
An additional quirk,
Ammunition Feed Problem, can be assigned to either of these though the norm is to tack it on the secondary. This represents the machine gun struggling to churn through the bullets at exceptional rates of fire.
User is restricted from exploiting the Burst Fire MG rule unless both MGs are fired. (Total heat from both being used to their maximum potential is 7 heat.)
If one of the two halves is destroyed, the remaining one still functions.
In terms of quirks:
Total advantages: 1.
Total disadvantages: 3
----------------
Comparison to HMG with the AMGP in parenthesis.
HMG (Advanced MG Prototype)
Weight: 1 ton (1 ton)
Slots: 1 slot (2 slots)
Base Heat: 0 (0+1)
Base Damage: 2 (2 or 4 in separate lots.)
Max heat/turn: 2 (7)
Max base damage/turn: 9. (12)
Base Damage per distribution: 3 (2).
Can fire if crit? No. (Yes, half as effective).
Can jam if not using Burst Fire rule? No. (Yes, well half-yes if jammed its ability cuts in half.)
Cost (Unloaded) : 7,500 (10,000)
Ammo / ton: 100 (200, consumes 1 or 2 at a time).
Ammo cost per ton: 1,000 (1,000)
Battle Value 2.0: 6 (10). +1 per ton of ammo (+1 per ton of ammo).
Edited by Koniving, 21 April 2018 - 01:27 PM.