//TODO: I'm gonna add an "advanced" tag onto some of these. They take an additional penalty UNLESS YOU HAVE THE PROFICIENCY TRAIT. olso wik: I'm gonna rework armor reduction to be more streamlined. I'd like to just have that as a tag like "ether" or "ballistic". I think I'm gonna rework all of that, and then rebalance after the rework. Check. God, why am I giving myself more work?
Human tech looks a lot like scifi writers of the mid 2000s thought it would. The discovery of Ether drove plenty of development into the Ethertech field, and now, what we thought would be lightsabers and blasters are now commonplace ether-channeling technology. Weaponry is primarily ballistic, with some ethertech. The diversity of culture has created a diversity of mecha, but there are two primary "styles". We could pretty much equate them to the Western and Eastern styles we have now. The Battletech/Mechwarrior style. Clunky, effective mechanical war machines. Coupled with the Gundam-like style. The eastern focus on a fluid aesthetic design. I've always felt like Armored Core was somewhere in the middle, and certainly you see from extremes on both sides to everythign in between. Humans don't have a singular unique mecha style.
So far I only have weapons on here. I'll add the rest of the human-exclusive tech later, it might even be after alpha, with a page for tech that races share until then. Sorry.
Human Weapons
Large: You can only wield one. No dual-wielding. I don't care what Master Chief did.
BFG: Bigger than Large for when you need your gun to be fucking big. You can only hold one, and while using one you cannot run. Let's come up with something better. God, these older pages really need work.
Good Grip: You cannot be disarmed of this weapon while it is equipped. (Short of losing the arm holding it. DM's discretion)
Long-Range: This weapon ignores the range penalty for medium range, but has a minimum range that the target cannot be under for use.
Range-Impaired: This weapon is great close up, but loses some punch as you get further away. It does -1 damage for every range category the opponent is away. For example: Minimum to short range does full damage, short to medium does Damage-1, medium to long does Damage-2, and past long does Damage-3.
Armor Penetration: Armor is half as effective against attacks from this weapon.
Force Field Penetration: Some Ballistic weapons also are more effective vs force fields. The weapon description might explain why.
Ether: Ether Weapons deal double damage to force fields. Think Mass Effect 2 biotics vs. Biotic fields. The polarization of the Ether reacts violently with its opposite.
**When a weapon has both Mecha Pen. And Armor Pen, it means it reduces mecha armor by half as well.
//I'm gonna try something else- rather than rely on keywords, I'm going to describe each item and the perks it provides.
Human Ammo
//Amount Per Box, is a concept that might not be necessary. Until further notice, Amount Per Box is a single full load of ammunition for whatever gun you're purchasing the ammo for.
//BIG CHANGE COMING- Ammo mods are gonna be a weapon modification slot. It will modify ammo on the fly. Much more expensive, but a one-time purchase per firearm.
Ether: This is an ammo trait. This needs to be fleshed out, but this type of ammo reacts explosively with Ethertech shields. More to come when I've worked out some of the kinks.
Armor Penetration: Armor is reduced by half when defending against this weapon. This is also an ammo type.
Mecha Penetration: This ammo treats Mecha Armor as normal armor. Against non-mecha targets it should apply armor pen.
Human Armor
Human Armor
"Oh Shit" Button: SecTech's revolutionary design runs on 2 Ethertech Batteries. It monitors the life signs of the wearer and automatically detects incoming massive impacts (or Ether Bursts) and overcharges both of them to protect the equipped personnel from damage that would otherwise incapacitate them. Once triggered, it provides protection for a full round. It can also be manually activated for the next detected impact (severe enough to deal damage.) This works underneath personnel shielding.
//I might need to tweak this.
Other Shit