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  1. Beam Weapons
  2.  
  3. I) Beam Ripper
  4.  
  5. Breakdown: The Ripper is an all-around heavy duty close quarters suppression weapon. With its high energy cost, it's not something that can be easily spammed, but its ability to lock down mobile targets can't be underestimated.
  6.  
  7. Suggested Upgrade: Select one weapon or upgrade. Treat it as if it were maimed, even if it would normally be immune to maiming, until the start of your next turn.
  8.  
  9. II) Charge Buster
  10.  
  11. Breakdown: By default a mediocre weapon, the Charge Buster becomes heavily improved by Aim actions, allowing it to dish out serious damage in an area. It is, unfortunately, a little bit weak beforehand and outshone by the Giga Blaster for pure AoE murdering, and having to get in close to the fray to fire it off doesn't help...
  12.  
  13. Suggested Upgrade: Add Systems rating to weapon range.
  14.  
  15.  
  16. III) Disruption Burst
  17.  
  18. Breakdown: True to its name, the Disruption Burst causes massive problems to any heavy energy consumer caught in the burst. Not really meant to do damage, this utility weapon can nonetheless generate huge flaws in the enemy's gameplan.
  19.  
  20. Suggested Upgrade: Genre Powers cost double the GP to activate within the area.
  21.  
  22.  
  23. IV) Double Blaster
  24.  
  25. Breakdown: A BCG emigré, the Double Blaster fulfilled a niche as the ideal 'high damage sustained DPS' weapon there, dishing out obscene damage, either doubling the damage dealt or adding a ton of advantages, at the cost of risking explosive overclocking. It doesn't fare quite as well in GGG, as its low base statistics let it down. That is, however, quite easy to fix.
  26.  
  27. Suggested Upgrade: When spending 2 EN for its special benefit, may also add the Overheating tag. If so, dual attacks gain one advantage each, or single attack gains two advantages.
  28.  
  29. V) Fang Funnels
  30.  
  31. Breakdown: A Remote weapon (AKA 'two turns per round'), the Fang Funnels are balanced by requiring a Suppression action be taken with them, thus making them more of an utility tool than a deeps pickup. One could change this, or accentuate their utility...
  32.  
  33. Suggested Upgrade: Generates either a square of Extreme Terrain on successful usage for one round, or (Systems) squares of Difficult terrain adjacent to the target.
  34.  
  35. VI) Final Beam
  36.  
  37. Breakdown: For when something needs to die RIGHT NOW, accept no substitutes. The Final Beam's damage per shot is almost unmatched by any other weapon as a late-fight attack (even maximum power Divine Winds struggle to keep up with it), but it has massive energy consumption, which keeps it from being a spammable tool.
  38.  
  39. Suggested Upgrade: Ignore Defensive Systems.
  40.  
  41. VII) Grand Wave
  42.  
  43. Breakdown: Puush link is broken. Fix pls!
  44.  
  45. Suggested Upgrade: None yet!
  46.  
  47. VIII) Giga Blaster
  48.  
  49. Breakdown: If there is a weapon to kill everything in the area, friends included, this is it. Its rate of fire is terrible, standing at one shot per three rounds, but with any luck, that one shot will be enough to reduce multiple enemies to scrap and make the battle considerably easier.
  50.  
  51. Suggested Upgrade: Spend multiple of 2 EN to expand column by one space on each side.
  52.  
  53. IX) Ground Zero
  54.  
  55. Breakdown: For people who don't want to bother with Beast Mode, the Ground Zero proves an adequate replacement, thinning out adjacent mooks cheaply and efficiently.
  56.  
  57. Suggested Upgrade: Enemies subjected to Ground Zero take 1d10 damage, regardless of a hit or miss.
  58.  
  59. X) Incinerator
  60.  
  61. Breakdown: Extreme Terrain is LETHAL. Weaponizing this, the Incinerator lays down a field of burning death, dealing damage far in excess of its statistics even to the beefiest Shield.
  62.  
  63. Suggested Upgrade: For every multiple of 5 the Extreme Terrain damage deals, lose 1 EN.
  64.  
  65. XI) Laser Minigun
  66.  
  67. Breakdown: Are you feeling lucky, punk? The Laser Minigun is a 'go big or go home' sort of weapon, capable of dealing massive damage...but only once in a while. When it does, however, it will wipe out everything even harder than a Giga Blaster ever could.
  68.  
  69. Suggested Upgrade: Explosive Dice target number increased to 9 or 10.
  70.  
  71. XII) Lux Cannon
  72.  
  73. Breakdown: The more reliable counterpart of the Final Beam, the Lux Cannon takes all of a Gear's energy and unleashes it in an all-consuming godblast. Unfettered by disadvantages and many defensive systems, it is a darling of anybody who likes big bangs, and one of the absolute best Synchro weapons around.
  74.  
  75. Suggested Upgrade: May sacrifice half a threshold in exchange for 2 accuracy/+1 pen. This may be repeated as many times as the pilot likes.
  76.  
  77. XIII) Light Saber
  78.  
  79. Breakdown: Humble and seemingly worthless, the Light Saber is a weapon that grows with its pilot and Gear more than any other. Though initially underwhelming, its dual typing allows it to stack advantages up like no other weapon, easily hitting 3d10 dice for each attack roll, and thus dealing massive damage for a very cheap cost. It is remarkably underwhelming in Synchro Attacks as a side addition, but a notoriously good Synch Leader for this very reason, as it leverages the penetration and accuracy of more innately powerful weapons to dish out massive damage...
  80.  
  81. Suggested Upgrade: Too biased to really suggest somethiing, btu maybe add one advantage for each participant in a Synchro Attack that this weapon leads?
  82.  
  83. Missile Weapons
  84.  
  85. I) Adhesive Grenade
  86.  
  87. Breakdown: ?
  88.  
  89. Suggested Upgrade: ????
  90.  
  91. II) Anti-Air Missiles
  92.  
  93. Breakdown: Of all the weapons in the GGG series, the AAA missiles are probably the ones most scorned, and for good reason. Why pick up a weapon with uninspiring statistics when more reliable workhorses can be found everywhere you look, doing a better job even against the targets it's supposed to counter? The AAA Missiles remain weak and uninteresting...but not anymore. Now, their true supremacy against flying targets can be unleashed.
  94.  
  95. Suggested Upgrade: This weapon adds double the accuracy surplus to penetration tests against fliers and antigravs. Yes, double!
  96.  
  97. III) Bombardment
  98.  
  99. Breakdown: The perfect weapon for the noncombatant, Bombardment allows any Gear, no matter how inept and unsuited for combat, to soften several targets up for the heavy hitters. Its 1d10 free damage is relatively weak against shields, but absolute murder against Eagles. Let's aim to reinforce that.
  100.  
  101. Suggested Upgrade: Target's evasion is halved against this attack.
  102.  
  103. IV) Electrosapper Pods
  104.  
  105. Breakdown: A sneakily powerful weapon, the Electrosapper is phenomenally strong in the hands of a hybrid mech, particularly an eagle who can ensure its hits land. Adding some eight or nine penetration on a good systems test, it's much more powerful than it appears to be...if you can commit yourself to its playstyle.
  106.  
  107. Suggested Upgrade: Some form of enhancement to the things System does. Perhaps expand its range by your Systems?
  108.  
  109. V) Energy Tether
  110.  
  111. Breakdown: Neutralizing defenses, one step at a time. Erasing an enemy's natural regen, the energy tether slowly saps an enemy's ability to fight back, necessitating a speedy response to avoid getting crushed by energy drain.
  112.  
  113. Suggested Upgrade: If it doesn't already set up the tether link on hit or miss, do so now. Besides that, award drained energy to the Tethering Gear.
  114.  
  115. VI) Genius Missile
  116.  
  117. Breakdown: The definition of 'gradual grinding', the Genius Missile takes its unexceptional statistics and slowly grows into a god-killing machine. THE prime candidate for Fusion Explosives use, bar none, it could use a bit of help making sure it has time to grow into the murderweapon it's meant to be...
  118.  
  119. Suggested Upgrade: Every two advantages, apply one disadvantage to enemy offensive actions. A micromanage action removes this penalty.
  120.  
  121. VII) Heat Seekers
  122.  
  123. Breakdown: For terrain-heavy games, the Heat Seekers represent action advantage to the maximum, allowing free shots that the enemy just cannot respond against. This Is My Battlefield use is practically mandatory to go with them, as a consequence (Nord pls!).
  124.  
  125. Suggested Upgrade: On a miss, roll a TN 10 Systems test. On a success, repeat the missed attack on your next round against the target, applying the new Tension value. Further misses don't generate more Systems tests.
  126.  
  127. VIII) Micro Missiles
  128.  
  129. Breakdown: I...am not sure why you'd want to use the Micro Missiles, really. Not when the Lux Cannon exists and energy regeneration is a thing. They do the same job, but much better because it's a Beam, with a longer range, and it scales up if you need burst, plus it's not Slow, which hobbles the MMs because it means they can't even stack Fusion Explosives right. This weapon needs a remake, not an enhancement.
  130.  
  131. Suggested Upgrade: Remake first, upgrades later. It needs a niche the Genius Missile or Lux Cannon don't steal.
  132.  
  133. IX) Missile Massacre
  134.  
  135. Breakdown: Surprisingly, the Missile Massacre is just as much an ally-buffing weapon as it is an enemy godslayer. Removing terrain is an enormous boon, especially if it cancels Impassable and Extreme Terrain, and it allows your squishier allies to survive things that would otherwise kill them, if they can just dodge your blast. All in all, a pretty versatile weapon, hobbled by the fact it's a true one-shot weapon.
  136.  
  137. Suggested Upgrade: Make it Consumable but eat up 2 Consumable points per use after the first, maybe?
  138.  
  139. X) Signal Fire
  140.  
  141. Breakdown: A true 'buddy weapon', the Signal Fire is an extremely safe tool for advantage delivery, allowing allies to hit an enemy harder at little risk to the supporting unit. A choice pick for the noncombatant.
  142.  
  143. Suggested Upgrade: All allies gain the extra advantage against the target.
  144.  
  145.  
  146. XI) Strike Bomber
  147.  
  148. Breakdown: Unusually for Remote weapons, the Strike Bomber is all plusses and no penalties. It has no catches and hits in a Blast, allowing it to build up absolutely obscene action advantage and stack up Fusion Explosives at an insane rate. Not bad, not bad at all!
  149.  
  150. Suggested Upgrade: Tough one. It's already a very powerful weapon. Maybe add five Armor to it so it's harder to shoot down?
  151.  
  152. XII) Warp Mine
  153.  
  154. Breakdown: ?
  155.  
  156. Suggested Upgrade: ????
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