Dial'O'Death - Weapons of Choice...
Moderators: Zahru II, Bragallot, RedRover, Natalya
I understand Yoda Dog and I want you to know that we here at Dial'O'Death are sympathetic to the fact that in times like these some Star Nations may not be able to finance an entire new line in purely defensive planetary assault weaponry. That's why we have a long established side line in the slave trade too. So, any nation that can provide to us a large work force from their own or anyone else's populace can also afford to buy our goods. You know it makes sense.
New Immortal TechTM Weapons Development: The Recoilless Super Cannon with HVE Ammo (Hyper Velocity Explosive or also known as Hive Ammo).
The Hive ammo needs no tracking or guidance systems or even explosives you simply point it at what you want to hit, pull the trigger and it instantly appears on target, it's that fast. The shell itself is also only a super compact alloy sheath surrounding the Hyper Velocity Engine but the impact at such a speed guarantees catastrophic results, it might even take out one of J+B's Marines ah-haha!.. The downside, other than the slow rate of fire is the size and weight for the un-enhanced, even despite the recoilless set up their is still some air pressure differential that could kill an unprotected or un-enhanced mortal when firing this weapon. We think however that the new line in Mecha's that have been appearing lately would be ideal for these weapons.
We already have *buyers for these units but we will be churning out more in the near future. As always pre-order to avoid disapointment, and if your not holding Imperial TechTM then you're facing it.
* http://www.brikwars.com/forums/viewtopi ... 680#104680
The Hive ammo needs no tracking or guidance systems or even explosives you simply point it at what you want to hit, pull the trigger and it instantly appears on target, it's that fast. The shell itself is also only a super compact alloy sheath surrounding the Hyper Velocity Engine but the impact at such a speed guarantees catastrophic results, it might even take out one of J+B's Marines ah-haha!.. The downside, other than the slow rate of fire is the size and weight for the un-enhanced, even despite the recoilless set up their is still some air pressure differential that could kill an unprotected or un-enhanced mortal when firing this weapon. We think however that the new line in Mecha's that have been appearing lately would be ideal for these weapons.
We already have *buyers for these units but we will be churning out more in the near future. As always pre-order to avoid disapointment, and if your not holding Imperial TechTM then you're facing it.
* http://www.brikwars.com/forums/viewtopi ... 680#104680
Not truly a Dial'O'Death concept but you gotta' keep up with the Jones' sometimes.
The Space Marine Devastator Plasma Cannon
The Immortal TechTM Plasma Cannon. It's sort of meant to be similar.
Plasma Cannon
Range: 12" (fairly short for a heavy weapon)
UR: 3+ (Special)
#Shots: 1-6 (Special)
Damage: Varies from 1D6 to as much as 6D6.
Special: Must recharge.
Ok here's the deal. You start with 6D6 damage dice. You can fire that at one target conventionally OR you can split your dice pool in what ever way you wish SO LONG AS ALL DAMAGE ON EACH HIT IS THE SAME.
I.e. - I see three targets within my fire arc. I split the 6D6 three ways = 2D6 damage to each target. Simple. I can not divide the dice as a 4D6 to one target and 1D6 to the others.
If you split your fire at more than one target your UR is increased by +1 for each target over the first FOR ALL TARGETS.
I.e. - In the example above I will be targeting three victims. This adds +2 to hit to the original UR of 3 making the basic roll to hit 5+ for all targets.
It's a lot more long winded on rules than I prefer but you have to have some, sometimes. It's the law. We'll hopefully be seeing this in action during ZZD, call it a test trial.
The Space Marine Devastator Plasma Cannon
The Immortal TechTM Plasma Cannon. It's sort of meant to be similar.
Plasma Cannon
Range: 12" (fairly short for a heavy weapon)
UR: 3+ (Special)
#Shots: 1-6 (Special)
Damage: Varies from 1D6 to as much as 6D6.
Special: Must recharge.
Ok here's the deal. You start with 6D6 damage dice. You can fire that at one target conventionally OR you can split your dice pool in what ever way you wish SO LONG AS ALL DAMAGE ON EACH HIT IS THE SAME.
I.e. - I see three targets within my fire arc. I split the 6D6 three ways = 2D6 damage to each target. Simple. I can not divide the dice as a 4D6 to one target and 1D6 to the others.
If you split your fire at more than one target your UR is increased by +1 for each target over the first FOR ALL TARGETS.
I.e. - In the example above I will be targeting three victims. This adds +2 to hit to the original UR of 3 making the basic roll to hit 5+ for all targets.
It's a lot more long winded on rules than I prefer but you have to have some, sometimes. It's the law. We'll hopefully be seeing this in action during ZZD, call it a test trial.
- legacymedia92
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That, Is, EPIC!!!
Loosing your mind is a side effect to this fourm
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- aoffan23
- You can nail me with your wood. ( ͡° ͜ʖ ͡°)
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Nice, I like your choice of weapon inspiration. Also the rules are cool, just the right amount of complexity.
I have a suggestion for the backpack though, because it looks a bit bottom-heavy to me at the moment. I think it would look good if you put neck brackets (ideally black) on the two studs and hung them over the sides, then put a 1x2 tile on top of the bit of stud left sticking up. If you don't have the neck brackets, just a tile would work fine.
Can't say I approve of you chopping that arm piece, but that's just my opinion, I'm a purist when it comes to building Lego.
I have a suggestion for the backpack though, because it looks a bit bottom-heavy to me at the moment. I think it would look good if you put neck brackets (ideally black) on the two studs and hung them over the sides, then put a 1x2 tile on top of the bit of stud left sticking up. If you don't have the neck brackets, just a tile would work fine.
Can't say I approve of you chopping that arm piece, but that's just my opinion, I'm a purist when it comes to building Lego.
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Tzan wrote:I agree with Warhead.Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
Cheers fellas, I forgot to add the recharge rules for it. It recharges 3 attack dice per turn. So if you want full charge you have to wait. You can retain up to 6 attack dice worth of plasma indefinitely, games wise. Should it explode if the reactor takes a hit?.. Oh I should think so. The damage is the same as the attack dice stored in a 3D6" radius.
The arm peace, I have like a billion of them and while I use many as they are intended, as you know I am not averse to making things work through sheer pigheaded force BUT nothing goes to waste. If I can cut something and make two useful and interesting things as a result, well, then that is what I do. The ends of these arms are very, very useful for many things. Bayonet lugs for under the Assyrian Carbine for Chainsaws or Pirate Cutlass blades for one. Besides, we had to make do a lot of the time as we didn't have Briklink or whatever and very few fancy Lego peaces in the 80's.
The top bit of the back pack can't accomidate anything because of this particular mini-figs helmet, it would probably be ok if a different helmet was used.aoffan23 wrote:Nice, I like your choice of weapon inspiration. Also the rules are cool, just the right amount of complexity.
I have a suggestion for the backpack though, because it looks a bit bottom-heavy to me at the moment. I think it would look good if you put neck brackets (ideally black) on the two studs and hung them over the sides, then put a 1x2 tile on top of the bit of stud left sticking up. If you don't have the neck brackets, just a tile would work fine.
Can't say I approve of you chopping that arm piece, but that's just my opinion, I'm a purist when it comes to building Lego.
The arm peace, I have like a billion of them and while I use many as they are intended, as you know I am not averse to making things work through sheer pigheaded force BUT nothing goes to waste. If I can cut something and make two useful and interesting things as a result, well, then that is what I do. The ends of these arms are very, very useful for many things. Bayonet lugs for under the Assyrian Carbine for Chainsaws or Pirate Cutlass blades for one. Besides, we had to make do a lot of the time as we didn't have Briklink or whatever and very few fancy Lego peaces in the 80's.
- aoffan23
- You can nail me with your wood. ( ͡° ͜ʖ ͡°)
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Oh, I wasn't sure if you could fit anything there, but from the back shot it looked like you could. I still think the neck brackets alone would look pretty cool, but you're probably using them somewhere more useful.Warhead wrote:The top bit of the back pack can't accomidate anything because of this particular mini-figs helmet, it would probably be ok if a different helmet was used.
The arm peace, I have like a billion of them and while I use many as they are intended, as you know I am not averse to making things work through sheer pigheaded force BUT nothing goes to waste. If I can cut something and make two useful and interesting things as a result, well, then that is what I do. The ends of these arms are very, very useful for many things. Bayonet lugs for under the Assyrian Carbine for Chainsaws or Pirate Cutlass blades for one. Besides, we had to make do a lot of the time as we didn't have Briklink or whatever and very few fancy Lego peaces in the 80's.
True, the end is almost the exact same as a BA monopod no? Perfectly understandable for the usefulness factor, but I prefer to see how I can use piece I have without modifying them. Plus, you never know when you might find a better use for the piece. (Of course, this is only the case if you don't have that many of them)[/quote]
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Tzan wrote:I agree with Warhead.Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
Yeah, too true. I ended up with loads due to buying service packs from Lego via mail way back in the yesteryear. Slow but worth it.
Anyways, there is more...
The Godhammer (Electro-Magnetic-Pulse or Rail Cannon) Battle Rifle.
"OK, WHICH ONE OF YOU BITCHES WOULD CARE TO DANCE?!."
To have miniaturised such power into a man portable Battle Rifle such as these is without doubt a sign that Immortal TechTM has once more outstripped their competition.
Range: 20" UR: 3, Rate Of Fire: 1, Damage: 3D6+5, Special: Knock-back 1D6"
And now something for the psycho...
The Reaper Flechette Bowcaster.
The Immortal TechTM Infinity Clip (the drum at the rear) holds an almost inexhaustible supply of these huge Reaper Flechettes which constantly reload while the weapon is being fired. The immense rate of fire of this weapon means that three Flechettes are always fired each time you pull the trigger, they effect an area rather like a shotgun or flamethrower (what ever way you do your area effect rules).
Range: 12" UR: 4, Rate Of Fire: 3, Damage: 2D6+3 Special: Flechette can carry poison effects at extra CP cost.
The GodHammer EMP Railgun and the Reaper Bowcaster are both experimental but it is expected that mass production will begin within the year. The Reaper has already been gifted to the War Chieftain of the Wookie Nations in anticipation of further orders.
Anyways, there is more...
The Godhammer (Electro-Magnetic-Pulse or Rail Cannon) Battle Rifle.
"OK, WHICH ONE OF YOU BITCHES WOULD CARE TO DANCE?!."
To have miniaturised such power into a man portable Battle Rifle such as these is without doubt a sign that Immortal TechTM has once more outstripped their competition.
Range: 20" UR: 3, Rate Of Fire: 1, Damage: 3D6+5, Special: Knock-back 1D6"
And now something for the psycho...
The Reaper Flechette Bowcaster.
The Immortal TechTM Infinity Clip (the drum at the rear) holds an almost inexhaustible supply of these huge Reaper Flechettes which constantly reload while the weapon is being fired. The immense rate of fire of this weapon means that three Flechettes are always fired each time you pull the trigger, they effect an area rather like a shotgun or flamethrower (what ever way you do your area effect rules).
Range: 12" UR: 4, Rate Of Fire: 3, Damage: 2D6+3 Special: Flechette can carry poison effects at extra CP cost.
The GodHammer EMP Railgun and the Reaper Bowcaster are both experimental but it is expected that mass production will begin within the year. The Reaper has already been gifted to the War Chieftain of the Wookie Nations in anticipation of further orders.
- The Shadowscythe
- Touch my cloud song and I will fuck you up
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Fuck me sideways without the lube, that flachette gun is awesome . . . I would not like to be on the other side of that thing in a fight.
Although, I have to say - the battlerifle is ossum too - it's just a little long for my tastes.
I likes the plasma cannon also, I've never been able to get those fiddley-tubey type things to play ball when including them in weapons mind, so kudos to yee mr-head!
Although, I have to say - the battlerifle is ossum too - it's just a little long for my tastes.
I likes the plasma cannon also, I've never been able to get those fiddley-tubey type things to play ball when including them in weapons mind, so kudos to yee mr-head!
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I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.
- Sloopofwar
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