Post by Gravedust on May 5, 2015 21:01:28 GMT -8
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TORPEDO LAUNCHER (Remote Launcher)
In terms of launchables, missiles are fine. …But you and I both know that what's wanted is something a little bigger, heftier, and more impressively phallic. Thankfully for everyone Torpedoes are here to deliver, with a variety of versatile warhead types to suit your every need and inclination. Unlike missiles which have to hit their target to do damage, Torpedoes are triggered manually and create area-based attacks that can hit multiple ships at once. In addition to just doing damage, there are other varieties that can effect enemy systems as well. Though they are not fast, Torpedoes have built-in stealth characteristics and can be difficult to shoot down.
-Effects-
• Launches a Torpedo. (Torpedo stats and rules below.)
• A ship may not have more Torpedoes in flight than it has Torpedo Launchers.
• Torpedoes are detonated manually during their player's turn and will explode into area of effect attacks. What effect the attack has depends on the type of Torpedo.
• The kind of Torpedo launched is determined by the type of Torpedo Bay that is attached.
-Build rules-
• Must be placed on the exterior of the ship and have an unobstructed output.
• Must be connected to a Torpedo Ammo Compartment (Listed Below)
• The facing determines the spawn square of the Torpedo. Torpedoes cannot be launched into an occupied square.
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Torpedo
[Effect: (Variable depending on Warhead type)] [Speed:6] [Energy: 3 to launch][Size:2]
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+Torpedo flight
• Torpedoes begin moving the turn after they are launched.
• Torpedoes have a speed of 6, and can change facing without any movement cost.
• Torpedoes -must- move 6 squares per turn. (Unless they detonate).
• Torpedoes cannot cross their own paths during their move.
+Destroying Torpedoes in flight
Torpedoes can be targeted by weapons and destroyed on a roll of 2 or lower. If a Torpedo is destroyed before it is detonated, it's effect will not trigger.
-Build rules-
• Must be placed on the exterior of the ship.
• Must be connected to a Torpedo Bay
• The facing determines the spawn square of the Torpedo. Torpedoes cannot be launched into an occupied square.
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NUCLEAR TORPEDO BAY
Nuclear torpedoes are Antiship weapons, though they can sort of be considered anti-everything weapons as well. When detonated, Nuclear Torpedoes do 1(x10) damage to any ship or remote in their blast area, including friendlies.
[Blast Area: AOE:3] (( Diagonal blind spots apply as with firing arcs))
-Build rules-
• Must be placed next to a Torpedo Launcher.
• May be daisy-chained, but only with the same kind of bay.
-Effects-
• Nuclear, not Nukeular.
• Nuclear Torpedo Ammo: [4/4]
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EMP TORPEDO BAY
EMP Torpedoes create a powerful energy flux that can suck some of the power from a ship's energy reserves. When the Torpedo is detonated, any ship caught in the blast area will lose 1 Energy from each Battery that has energy in it.
((Forum version, lose 1 energy per Battery))
[Blast Area: AOE:3]
-Build rules-
• Must be placed next to a Torpedo Launcher.
• May be daisy-chained, but only with the same kind of bay.
-Effects-
• EMP Torpedo Ammo: [4/4]
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PULSE TORPEDO BAY
Pulse Torpedoes create a massive wave of kinetic energy. Ships are too large and well insulated to really be effected, however the pulse is more than capable of destroying any small craft or object caught nearby. When this torpedo is detonated, it instantly destroys all Remote Units in it's area of effect, except Vortex Orbs.
[Blast Area: AOE:4]
-Build rules-
• Must be placed next to a Torpedo Launcher.
• May be daisy-chained, but only with the same kind of bay.
-Effects-
• Pulse Torpedo Ammo: [4/4]
====================================
TORPEDO LAUNCHER (Remote Launcher)
In terms of launchables, missiles are fine. …But you and I both know that what's wanted is something a little bigger, heftier, and more impressively phallic. Thankfully for everyone Torpedoes are here to deliver, with a variety of versatile warhead types to suit your every need and inclination. Unlike missiles which have to hit their target to do damage, Torpedoes are triggered manually and create area-based attacks that can hit multiple ships at once. In addition to just doing damage, there are other varieties that can effect enemy systems as well. Though they are not fast, Torpedoes have built-in stealth characteristics and can be difficult to shoot down.
-Effects-
• Launches a Torpedo. (Torpedo stats and rules below.)
• A ship may not have more Torpedoes in flight than it has Torpedo Launchers.
• Torpedoes are detonated manually during their player's turn and will explode into area of effect attacks. What effect the attack has depends on the type of Torpedo.
• The kind of Torpedo launched is determined by the type of Torpedo Bay that is attached.
-Build rules-
• Must be placed on the exterior of the ship and have an unobstructed output.
• Must be connected to a Torpedo Ammo Compartment (Listed Below)
• The facing determines the spawn square of the Torpedo. Torpedoes cannot be launched into an occupied square.
==========================================================
------------------------------------------------------------------------------
Torpedo
[Effect: (Variable depending on Warhead type)] [Speed:6] [Energy: 3 to launch][Size:2]
------------------------------------------------------------------------------
+Torpedo flight
• Torpedoes begin moving the turn after they are launched.
• Torpedoes have a speed of 6, and can change facing without any movement cost.
• Torpedoes -must- move 6 squares per turn. (Unless they detonate).
• Torpedoes cannot cross their own paths during their move.
+Destroying Torpedoes in flight
Torpedoes can be targeted by weapons and destroyed on a roll of 2 or lower. If a Torpedo is destroyed before it is detonated, it's effect will not trigger.
-Build rules-
• Must be placed on the exterior of the ship.
• Must be connected to a Torpedo Bay
• The facing determines the spawn square of the Torpedo. Torpedoes cannot be launched into an occupied square.
-------------------------------------------------------------------------
====================================
NUCLEAR TORPEDO BAY
Nuclear torpedoes are Antiship weapons, though they can sort of be considered anti-everything weapons as well. When detonated, Nuclear Torpedoes do 1(x10) damage to any ship or remote in their blast area, including friendlies.
[Blast Area: AOE:3] (( Diagonal blind spots apply as with firing arcs))
-Build rules-
• Must be placed next to a Torpedo Launcher.
• May be daisy-chained, but only with the same kind of bay.
-Effects-
• Nuclear, not Nukeular.
• Nuclear Torpedo Ammo: [4/4]
====================================
====================================
EMP TORPEDO BAY
EMP Torpedoes create a powerful energy flux that can suck some of the power from a ship's energy reserves. When the Torpedo is detonated, any ship caught in the blast area will lose 1 Energy from each Battery that has energy in it.
((Forum version, lose 1 energy per Battery))
[Blast Area: AOE:3]
-Build rules-
• Must be placed next to a Torpedo Launcher.
• May be daisy-chained, but only with the same kind of bay.
-Effects-
• EMP Torpedo Ammo: [4/4]
====================================
====================================
PULSE TORPEDO BAY
Pulse Torpedoes create a massive wave of kinetic energy. Ships are too large and well insulated to really be effected, however the pulse is more than capable of destroying any small craft or object caught nearby. When this torpedo is detonated, it instantly destroys all Remote Units in it's area of effect, except Vortex Orbs.
[Blast Area: AOE:4]
-Build rules-
• Must be placed next to a Torpedo Launcher.
• May be daisy-chained, but only with the same kind of bay.
-Effects-
• Pulse Torpedo Ammo: [4/4]
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