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Post by Draxas on Feb 24, 2005 16:27:37 GMT -5
A new Rare Item is available:
Camspy: Observes other players
- Independent Operation: The Camspy, when used, deploys as an independent unit which takes orders only from the user. It is categorized as a Sim, and can be given special orders in the same manner as a Sim suffering from Psychosis. - Attributes: When deployed, the Camspy has the following stats: HP: 10/10 UNARMED - Orders: The Camspy can only be ordered to perform one task - follow a single player or Sim. If a Camspy is tracking a particular target, the target becomes entirely unable to hide, as the Camspy will reveal their location. For practical game purposes, this will negate the effects of a Cloaking Device on the target, though the Cloaking Device will continue to consume charges as normal. - Unarmed: The Camspy is unarmed, and cannot make attacks against any target. - Mechanical Target: The Camspy is mechanical, and thus is unaffected by several weapons, detailed in the profiles of the weapons themselves. It is also immune to all status. However, it takes double damage from electrical based attacks. - Destruction: Players or Sims may elect to attack the Camspy, in order to destroy it. The Camspy is a small and agile target, however, and imposes a -50% accuracy penalty against anyone targetting it. Also, if a Camspy's target is attacked by an explosive weapon, the Camspy has a 50% chance of taking splash damage from the attack. When destroyed, the Camspy explodes. If the Camspy was following a target, that target has a 75% chance of taking 5 damage from the explosion. If the Camspy was not following a target, each player or Sim in the arena has a 10% chance of taking 5 damage from the explosion. - Owner Death and End Round: If the owner of a deployed Camspy is defeated, then the Camspy will continue to perform the last order it was assigned until it is destroyed or the round ends. If a Camspy is still active at the end of a round, it will attempt to return to its owner's inventory. If this is not possible (inventory is full), then the Camspy is lost.
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Post by Draxas on Feb 24, 2005 16:40:29 GMT -5
A new (and awful) Rare Weapon is available:
KLO1313 Burst Fire: -2 damage Consumes 4 SMG Rounds Clip Size: 20 Can be doubled up
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Post by Draxas on Feb 24, 2005 21:45:30 GMT -5
A new Rare Weapon is available:
Hunting Knife Slash: -3 damage; Close Combat Consumes no Knives Can be doubled up
- Close Combat: Close combat attacks allow the user to automatically counterattack when attacked. Countering a counter is impossible, however. - Immunities: An attack from a Hunting Knife will not inflict any damage against mechanical targets, vehicles, and structures.
A new Rare Item is available:
Shield Tech: Absorbs one attack
Shield Tech: - Defense: A Shield Tech is an old prototype of the current Shield system, and will absorb only a single attack before being destroyed. Only one Shield can be in your possession at a time. One-hit-kill weapons will instantly destroy a Shield Tech, but will leave the user unharmed. - Negates Piercing: Shield Techs are not physical armor, and so completely stop shots from Piercing weapons. The Piercing rule does not apply to a shielded target.
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Post by Draxas on Feb 24, 2005 22:40:57 GMT -5
A new Rare Weapon is available:
TS2 Crossbow Single Shot: -4 damage Consumes 1 Crossbow Bolt Clip Size: 4
And the Rare Ammo for it:
Box of Crossbow Bolts: 10 Crossbow Bolts
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Post by Draxas on Feb 25, 2005 11:17:26 GMT -5
Several new Rare Weapons are available:
SuperDragon Burst Fire: -9 damage Consumes 3 Rifle Rounds Clip Size: 30 Grenade Launch: -15 damage; Explosive Consumes 1 Grenade Round Clip Size: 6
SuperDragon: - Explosives: Explosives inflict major damage, but can be dangerous at close quarters. If an explosive attack is countered, or is used as a counterattack (mainly by Sims), the target still takes full damage. However, the firer also takes half damage as the blast splashes back onto them. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion.
SBP90 Burst Fire: -8 damage Consumes 8 SMG Rounds Clip Size: 64 Can be doubled up
SBP90 - Low Light Scope: The SBP90 is fitted with a low light scope as standard. This allows the firer to ignore any accuracy penalties for low light and darkness.
K7 Avenger Burst Fire: -12 damage Consumes 3 Rifle Rounds Clip Size: 25
K7 Avenger - Threat Detector: The K7 Avenger is fitted with a Threat Detector, which allows the user to evade certain attacks more easily as long as the weapon is equipped. Any time the wielder of a K7 Avenger is attacked by a Timed Mine, Proximity Mine, Remote Mine, Grenade (either mode), Proximity N-Bomb, TNT, Wall Hugger Grenade, or an Autogun, they have only a 10% chance to be hit by the attack. In the case of Timed Mines, Remote Mines, 4-Second Grenades, TNT, Wall Hugger Grenades, or Autoguns, the ammo is wasted and the attack has no effect. In the case of the others, the attack has no effect, but continues to persist.
GE Grenade Launcher Grenade Launch: -20 damage; Explosive Consumes 1 Grenade Round Clip Size: 6 Can be doubled up
GE Grenade Launcher - Explosives: Explosives inflict major damage, but can be dangerous at close quarters. If an explosive attack is countered, or is used as a counterattack (mainly by Sims), the target still takes full damage. However, the firer also takes half damage as the blast splashes back onto them. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion.
And one new Rare Item is available:
Drugspy: Sedates other players
- Independent Operation: The Drugspy, when used, deploys as an independent unit which takes orders only from the user. It is categorized as a Sim, and can be given special orders in the same manner as a Sim suffering from Psychosis. - Attributes: When deployed, the Drugspy has the following stats: HP: 10/10 E Tranquilizer: 8/8 ammo (Sedate) - Orders: The Drugspy can only be ordered to perform several tasks: 1) Standby. The Drugspy will not track a particular target, but will fire a Tranquilizer dart as a counterattack any time its owner, or the Drugspy itself, comes under attack. 2) Attack a single player or Sim. The Drugspy will immediately fire one of its Tranquilizer darts at the target. If not given new orders, it will continue to automatically attack the target every 5 posts. - Once a Drugspy runs out of ammo, it will enter standby mode until it is recovered. - Mechanical Target: The Drugspy is mechanical, and thus is unaffected by several weapons, detailed in the profiles of the weapons themselves. It is also immune to all status. However, it takes double damage from electrical based attacks. - Destruction: Players or Sims may elect to attack the Drugspy, in order to destroy it. The Drugspy is a small and agile target, however, and imposes a -50% accuracy penalty against anyone targetting it. A Drugspy will attack targets from a long enough distance that it cannot take incidental splash damage, and must be attacked directly. When destroyed, the Drugspy explodes, and each player or Sim in the arena has a 10% chance of taking 5 damage from the explosion. - Recovery: At any time, the owner of a Drugspy can elect to recover the Drugspy and return it to their inventory. This is considered a Post-ending action. - Owner Death and End Round: If the owner of a deployed Drugspy is defeated, then the Drugspy will continue to perform the last order it was assigned until it is destroyed or the round ends. If a Drugspy is still active at the end of a round, it will attempt to return to its owner's inventory. If this is not possible (inventory is full), then the Drugspy is lost. A Drugspy will have any consumed darts replaced for free between rounds.
The new Rare Ammo type:
Box of Grenade Rounds: 8 Grenade Rounds
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Post by Draxas on Feb 25, 2005 12:07:57 GMT -5
A few more Rare Weapons:
RC-P45 Burst Fire: -10 damage; Piercing Consumes 8 SMG Rounds Clip Size: 80 Can be doubled up
RC-P45 - Piercing: Piercing attacks are more effective at penetrating certain types of armor. When piercing attacks encounter conventional armor (not shields), they inflict half normal damage against the armor, and half normal damage against the target's health. Fractional damage is rounded up against armor, rounded down against the target.
Phantom Burst Fire: -7 damage Consumes 5 SMG Rounds Clip Size: 50 Can be doubled up
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Post by Draxas on Mar 3, 2005 10:47:59 GMT -5
Two new Rare Weapons:
AR34: Burst Fire: -12 damage Consumes 3 Rifle Rounds Clip Size: 30
Remote Mine: Throw Mine: -0 damage (-30 upon detonation; Explosive) Consumes 1 Remote Mine Detonate: Detonates all active mines Consumes no ammo Max Capacity: 10
Remote Mine: - Triggered Detonation: Remote Mines are thown at a target, and triggered for detonation at a later time by the user. Throwing a Remote Mine is considered an attack, and thus carries all of the implications of being one (Post-ending action, draws counterattacks, etc.). However, the Mine does not immediately inflict damage, but will remain affixed to the target until they are detonated in a later post. In any post following a mine being thrown, the thrower may choose to detonate all of their active mines, inflicting damage to any target with a mine attached. The detonation action is also a Post-ending action, but cannot draw counterattacks like a normal attack. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion.
And a new Rare Item:
Super Shield: Absorbs 30 HP damage
Super Shield: - Defense: Super Shields will absorb 30 points of damage before being destroyed. Only one Shield can be in your possession at a time. If the last hit against a Super Shield exceeds the Super Shield's damage tolerance, the shot is stopped completely, the Super Shield is destroyed, and no damage is carried over to the user. One-hit-kill weapons will instantly destroy a Super Shield, but will leave the user unharmed. - Negates Piercing: Super Shields are not physical armor, and so completely stop shots from Piercing weapons. The Piercing rule does not apply to a shielded target.
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Post by Draxas on Mar 5, 2005 3:35:54 GMT -5
A new Rare Weapon is available:
Cougar Magnum Single shot: -10 damage; Piercing Consumes 1 Magnum Round Clip Size: 6 Can be doubled up
- Piercing: Piercing attacks are more effective at penetrating certain types of armor. When piercing attacks encounter conventional armor (not shields), they inflict half normal damage against the armor, and half normal damage against the target's health. Fractional damage is rounded up against armor, rounded down against the target.
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Post by Draxas on Mar 7, 2005 18:35:15 GMT -5
A new Rare Weapon is available:
Devastator Grenade Launch: -20 damage; Explosive Consumes 1 Grenade Round Wall Hugger: -0 damage (-20 on detonation; Explosive) Consumes 1 Grenade Round Clip Size: 8
Devastator - Wall Hugger: Wall Hugger grenades are fired in the same manner as usual. However, they do not immediately detonate. This means that the initial launch is treated in the exact same way as any other attack, and is a post-ending action, draws counterattacks, etc., but inflicts no damage. After 4 playing posts have elapsed, the Wall Hugger Grenade will explode, inflicting damage to the target as normal. However, this detonation is independent of the firer, and disallows counterattacks from the victim. - Explosives: Explosives inflict major damage, but can be dangerous at close quarters. If an explosive attack is countered, or is used as a counterattack (mainly by Sims), the target still takes full damage. However, the firer also takes half damage as the blast splashes back onto them. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion.
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Post by Draxas on Mar 30, 2005 11:23:02 GMT -5
A new Rare Weapon is available:
Moonraker Laser Pulse Fire: -5 damage; Piercing Clip size: Infinite Can be doubled up
- No Ammo: The Moonraker Laser has unlimited ammo, and never needs to reload. - Piercing: Piercing attacks are more effective at penetrating certain types of armor. When piercing attacks encounter conventional armor (not shields), they inflict half normal damage against the armor, and half normal damage against the target's health. Fractional damage is rounded up against armor, rounded down against the target.
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Post by Draxas on May 2, 2005 9:53:48 GMT -5
A new Rare Weapon is available:
AR53 Burst Fire: -12 damage; Piercing Consumes 3 Rifle Rounds Clip size: 30 Rifle Rounds Can be doubled up
- Piercing: Piercing attacks are more effective at penetrating certain types of armor. When piercing attacks encounter conventional armor (not shields), they inflict half normal damage against the armor, and half normal damage against the target's health. Fractional damage is rounded up against armor, rounded down against the target.
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Post by Draxas on May 7, 2005 1:49:12 GMT -5
Two new Rare Weapons are available:
TS2 Rocket Launcher Rocket Launch: -30 damage; Explosive Consumes 1 Rocket Triple Rocket Launch: -* damage; Explosive (see rules) Consumes 3 Rockets Clip Size: 3
TS2 Rocket Launcher: - Explosives: Explosives inflict major damage, but can be dangerous at close quarters. If an explosive attack is countered, or is used as a counterattack (mainly by Sims), the target still takes full damage. However, the firer also takes half damage as the blast splashes back onto them. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion. - Triple Rocket Launch: The Triple Rocket Launch function of the TS2 Rocket Launcher expends the whole internal capacity of the launcher in a single massive burst of fairly random explosive power. It will launch all 3 rockets simultaneously at a single target, and each rocket will inflict 30 damage. However, the massive recoil and relative randomness of the launch makes it very difficult to hit anything with any degree of certainty. Each rocket has a fixed 40% chance to hit the target that the firer was aiming for. However, each rocket that misses has an additional 25% chance to hit a different, randomly chosen target in the arena (excluding the firer and original target). Please note that unlike most other weapon functions, the Triple Rocket Launch cannot be used if the TS2 Rocket Launcher does not have a full clip.
Timed Mine: Throw Mine: -0 damage (-30 upon detonation; Explosive) Consumes 1 Timed Mine Max Capacity: 10
Timed Mine: - Timed Detonation: Timed Mines are thown at a target, and triggered for detonation by an integrated, fixed interval timer. Throwing a Timed Mine is considered an attack, and thus carries all of the implications of being one (Post-ending action, draws counterattacks, etc.). However, the Mine does not immediately inflict damage, but will remain affixed to the target for the duration of 4 playing posts, whereupon it will detonate automatically. The detonation is not an active attack, and so cannot draw counterattacks like a normal attack. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion. - Threat Detector: Timed Mines are fitted with a Threat Detector, which allows the user to evade certain attacks more easily as long as the weapon is equipped. Any time the wielder of a Timed Mine is attacked by a Timed Mine, Proximity Mine, Remote Mine, Grenade (either mode), Proximity N-Bomb, TNT, Wall Hugger Grenade, or an Autogun, they have only a 10% chance to be hit by the attack. In the case of Timed Mines, Remote Mines, 4-Second Grenades, TNT, Wall Hugger Grenades, or Autoguns, the ammo is wasted and the attack has no effect. In the case of the others, the attack has no effect, but continues to persist.
ADDITIONAL RULES CHANGE:
With the addition of the TS2 Rocket Launcher to the Armory, the maximum ammo capacity for Rockets has been increased to 30 Rockets for all players.
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Post by Draxas on May 7, 2005 16:40:42 GMT -5
A new Rare Weapon is available:
SciFi Handgun 3 Round Burst: -6 damage; Reflective Consumes 3 Plasma Shells Clip Size: 30
- Reflective Shells: SciFi Handgun shells will reflect off of inorganic surfaces, often flying off at unpredictable angles. If, for any reason, a Scifi Handgun burst misses its target, the grouping of 3 shells will separate and begin to ricochet wildly around the room. Each shell has a 25% chance to strike a random target in the arena (including the firer), and will inflict -2 damage against the target. - Immunities: The SciFi Handgun will inflict no damage against mechanical targets, vehicles, or structures due to their inorganic nature. If an attack on any of these targets is made using a SciFi Handgun, treat it as a miss and refer to the Reflective Shells rule above. If an immune target is hit due to the Reflective Shells rule, it will reflect the shell once more, causing a reroll of the 25% chance for that shell.
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Post by Draxas on May 9, 2005 16:28:20 GMT -5
A new Rare Weapon is available:
TS2 Shotgun Single Blast: -10 damage Consumes 1 Shotgun Shell Clip Size: 2 Can be doubled up
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Post by Draxas on Nov 3, 2005 17:31:35 GMT -5
The KF7 Special has been transferred from the Rare Items to the Common Items section. These are now in more plentiful supply, and can be purchased at any time.
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