Post by Hoist on May 13, 2005 2:58:31 GMT -5
glow=green,2,300]Earth Military: (MODS ONLY)[/glow]
Firepower and Gun Types
When making a tech spec, firepower and the type of blaster weapon you carry go hand in hand. A small blaster can not have the firepower of 10 and a heavy blaster can not have the firepower of 1. Here is the rankingā¦.
Small blaster/Small missiles launcher = fp between 1-3
Medium blaster/Medium missiles launcher = fp between 4-6
Heavy blaster/Heavy missiles launcher = fp between 7-10
Players are allowed to spend their points on more then one weapon. On your tech spec, your firepower listing should reflect your most powerful weapon. For example if you have a small blaster and a heavy blaster, your firepower is between 7-10, based on your most poweful weapon your heavy blaster If you wish to make up a custom weapon then use the list as a guide line and contact a GM to finger out a price for your weapon.
Blasters
Light hand gun: Side arm. 1pt (Firepower = 1-3)
Shotgun: Average weapon, 2pnts (Firepower = 2-3)
Basic Laser Pistol: Side arm. 1pt (Firepower = 3)
Medium laser: Average weapon for a Transformers. 2pts (Firepower = 4-6)
heavy: Powerful laserblaster. 3 pts (Firepower = 7-10)
Sonic Disrupter: Uses sound attacks 3 pts (Firepower = 7-10)
Laser guided Semi-Automatic: Rapid fire weapon. 3 pts (Firepower = 1-3/4-6)
Laser Chain-Gun: a bigger and badder verison of the semi-automatic. 5 pts(Firepower = 7-10)
Sniper blaster: Accurate Weapon. 4 pts (Firepower = 7-10)
APC - AdvancedPulse Rifle: bursts of laser fire grenade launcher (20 per APC)
Flamethrower: Spits bursts of fire, price: 3 pts (Firepower = 7-10)
Ice blaster (experimental): May freeze target, pretty harmless otherwise. price: 2 pts (Firepower = 1-3)
Special Shots
Ion blast: Causes temporiary paralisis, pretty harmless otherwise.
price: 1pt (Firepower = 1-3)
EMP plasma guns: Causes a painful, shocking experinece. 4pts (Firepower = 7-10)
Launchers (Military Only)
Small Missile Launcher (Bazooka: Fires 8 small missile. 2pt (Firepower = 1-3)
Medium Missile Launcher: Fires 4-6 medium missiles. 3pts (Firepower = 4-6)
Large Missile Launcher: Fires 2 large missile. 4pts (Firepower = 7-10)
Gernade Launcher: Fires 5 gernades. 2 pts (Firepower = 4-6)
Fireball Launcher: Fires fireballs. 4pts. (Firepower = 7-10)
Plasma cannons: very powerful 4pts. (Firepower = 7-10)
Melee Weapons
Dagger/Small blade: Half a point (Firepower = 1-3)
Sword: 2 pts (Firepower = 4-6)
Claws and Jaws: Sharp, small blades, free with a animal mode. Free (Firepower = 1-3)
Club: A blunt weapon. 1 pt (Firepower = 1-3)
Ninja Throwing Stars: Tiny, star-shaped, blades. 3pts (Firepower = 7-10)
Spikes: Can be thrown or fired out of a weapon. 2pts (Firepower = 4-6)
********************************************
FUNCTIONS
Just a list of functions here provided by Sunstreaker of TF: Civil War, to help you design your character as to what he can do. Remember, Warrior cla$$ is automatic if you wish so feel free to pick whatever function you desire. One function per character with the exception of Minibots who can have 2. More functions need GM permission. And if there is a function I missed or one you wish to make up, please contact me before hand. Points are not needed for functions.
Communication
Demolition
Architect
Maintenance
Search and rescue
Scientist
Security
Theoretician
Geologist
Recon
Data Courier
Doctor
Scout
Interceptor
Communications
Survivalist
Gunner
Spy
Metallurgist
Interrogation
Archivist
Saboteur
Tracker
Demolitions
Transport
Special Ops
Transport
Mechanical Engineer
Construction Engineer
Thief
Surgical Engineer
Materials Fabricator
Mining
Salvage
Construction Engineer
Espionage
Recon
Biomech Engineer
Mercenary
Computer Programmer
Tracker
Weapons Supervisor
Tactician
Supply Procurer
Scout
Decoy
Munitions Expert
Saboteur
Audio Correspondent
Munitions Expert
Weapons Expert
Asteroid Miner
Strategist
Data Processor
Hunter
Detective
Data Collector
Chemical Engineer
Scientist
Enforcer
Hypnotist
Chemist
Messenger
Video Correspondent
Vehicles:
HK's:
State of the art flyers with infra-red/hightscan radars and thermos, double mounted medium missiles and twin heavy blasters on eitrher side for immense laser firepower.
Tanks:
heavily armoured like ACPs in Aliens very tough and durable, Fires consentrated heavy laser and also flamethrower capabilities.
HK Tanks:
Huge towering fortresses with infra-red/nightvision and trackinf duel phton laser cannons on either sides
Buggies
Like military Jeeps with big f**k off laser cannons on the backseat so a send operator can shoot whilst the other drives..
Firepower and Gun Types
When making a tech spec, firepower and the type of blaster weapon you carry go hand in hand. A small blaster can not have the firepower of 10 and a heavy blaster can not have the firepower of 1. Here is the rankingā¦.
Small blaster/Small missiles launcher = fp between 1-3
Medium blaster/Medium missiles launcher = fp between 4-6
Heavy blaster/Heavy missiles launcher = fp between 7-10
Players are allowed to spend their points on more then one weapon. On your tech spec, your firepower listing should reflect your most powerful weapon. For example if you have a small blaster and a heavy blaster, your firepower is between 7-10, based on your most poweful weapon your heavy blaster If you wish to make up a custom weapon then use the list as a guide line and contact a GM to finger out a price for your weapon.
Blasters
Light hand gun: Side arm. 1pt (Firepower = 1-3)
Shotgun: Average weapon, 2pnts (Firepower = 2-3)
Basic Laser Pistol: Side arm. 1pt (Firepower = 3)
Medium laser: Average weapon for a Transformers. 2pts (Firepower = 4-6)
heavy: Powerful laserblaster. 3 pts (Firepower = 7-10)
Sonic Disrupter: Uses sound attacks 3 pts (Firepower = 7-10)
Laser guided Semi-Automatic: Rapid fire weapon. 3 pts (Firepower = 1-3/4-6)
Laser Chain-Gun: a bigger and badder verison of the semi-automatic. 5 pts(Firepower = 7-10)
Sniper blaster: Accurate Weapon. 4 pts (Firepower = 7-10)
APC - AdvancedPulse Rifle: bursts of laser fire grenade launcher (20 per APC)
Flamethrower: Spits bursts of fire, price: 3 pts (Firepower = 7-10)
Ice blaster (experimental): May freeze target, pretty harmless otherwise. price: 2 pts (Firepower = 1-3)
Special Shots
Ion blast: Causes temporiary paralisis, pretty harmless otherwise.
price: 1pt (Firepower = 1-3)
EMP plasma guns: Causes a painful, shocking experinece. 4pts (Firepower = 7-10)
Launchers (Military Only)
Small Missile Launcher (Bazooka: Fires 8 small missile. 2pt (Firepower = 1-3)
Medium Missile Launcher: Fires 4-6 medium missiles. 3pts (Firepower = 4-6)
Large Missile Launcher: Fires 2 large missile. 4pts (Firepower = 7-10)
Gernade Launcher: Fires 5 gernades. 2 pts (Firepower = 4-6)
Fireball Launcher: Fires fireballs. 4pts. (Firepower = 7-10)
Plasma cannons: very powerful 4pts. (Firepower = 7-10)
Melee Weapons
Dagger/Small blade: Half a point (Firepower = 1-3)
Sword: 2 pts (Firepower = 4-6)
Claws and Jaws: Sharp, small blades, free with a animal mode. Free (Firepower = 1-3)
Club: A blunt weapon. 1 pt (Firepower = 1-3)
Ninja Throwing Stars: Tiny, star-shaped, blades. 3pts (Firepower = 7-10)
Spikes: Can be thrown or fired out of a weapon. 2pts (Firepower = 4-6)
********************************************
FUNCTIONS
Just a list of functions here provided by Sunstreaker of TF: Civil War, to help you design your character as to what he can do. Remember, Warrior cla$$ is automatic if you wish so feel free to pick whatever function you desire. One function per character with the exception of Minibots who can have 2. More functions need GM permission. And if there is a function I missed or one you wish to make up, please contact me before hand. Points are not needed for functions.
Communication
Demolition
Architect
Maintenance
Search and rescue
Scientist
Security
Theoretician
Geologist
Recon
Data Courier
Doctor
Scout
Interceptor
Communications
Survivalist
Gunner
Spy
Metallurgist
Interrogation
Archivist
Saboteur
Tracker
Demolitions
Transport
Special Ops
Transport
Mechanical Engineer
Construction Engineer
Thief
Surgical Engineer
Materials Fabricator
Mining
Salvage
Construction Engineer
Espionage
Recon
Biomech Engineer
Mercenary
Computer Programmer
Tracker
Weapons Supervisor
Tactician
Supply Procurer
Scout
Decoy
Munitions Expert
Saboteur
Audio Correspondent
Munitions Expert
Weapons Expert
Asteroid Miner
Strategist
Data Processor
Hunter
Detective
Data Collector
Chemical Engineer
Scientist
Enforcer
Hypnotist
Chemist
Messenger
Video Correspondent
Vehicles:
HK's:
State of the art flyers with infra-red/hightscan radars and thermos, double mounted medium missiles and twin heavy blasters on eitrher side for immense laser firepower.
Tanks:
heavily armoured like ACPs in Aliens very tough and durable, Fires consentrated heavy laser and also flamethrower capabilities.
HK Tanks:
Huge towering fortresses with infra-red/nightvision and trackinf duel phton laser cannons on either sides
Buggies
Like military Jeeps with big f**k off laser cannons on the backseat so a send operator can shoot whilst the other drives..