by Tuefish » Fri Dec 25, 2009 3:51 am
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.
"If someone ever tries to kill you, you try to kill them right back." -Malcolm Reynolds
