Post by acethesupervillain on Nov 18, 2020 16:39:07 GMT
Some ideas for a few more weapons, special rules, etc for Double Tap. I don't know what they would cost, I'm not great with that.
Taser (Melee) - Penalty to block, but can't kill, only stun
Power Blade - Attacks x6, Range: Melee (Alternately, Power Blade is like Fire Ammo but for melee attacks)
Underbarrel Grenade Launcher - Launches grenades up to 24"
Rocket Propelled Grenade Launcher - Launches grenades up to 36"
(Minigun and Anti-Materiel Rifle/Railgun as bigger guns than LMG and Sniper Rifle, but I don't know that the game needs that)
Taser Ammo - Same, but for any weapon (i.e. X12 gun)
Rocket Ammo - Range +9"
EMP Grenade - Affected unit cannot use special rules
Mechanized - Moves +4"/+8" on advance or charge/rush, 4" on dodge, cannot move less than 4" (I'm not sure if you can just take the Fast rule multiple times) Enhanced Reflexes - Unit can roll one extra die when reacting with Dodge, Shoot or Melee
Forceful - Unit can negate one reaction against it per round. Kamikaze - When this unit dies, all units within 3" take one automatic hit. Unit can detonate itself as a special action. Reach - Unit can engage in melee 1" away (or longer, not sure how useful 1" is) Charisma - This unit and any friendly unit in line of sight can reroll morale tests once
Fearsome - Morale tests triggered by this unit automatically fail Ablative Armor - Unit gets +3 to block. Each time unit is hit, this bonus decreases by 1, minimum zero. Energy Shield - Unit can ignore the first hit against it each round Sensor - Unit has 360 vision