Today I would like to chat with you about my upcoming game Gang War for First Law: Override. This time however rather than races and sponsors I would like to cover the weapon varieties available to characters in the game.
Disclaimer: This is not a comprehensive list, many more types available moving forward.
Now one of the things I always liked about the sort of games was how there were hundreds of types of weapons available. This is the type of thing I would like to capture here however to remove analysis paralysis not everything will be available on gang formation.
In FL:O weapons are graded into a series of different types. These grades represent different types of ammunition and firing mechanisms, they do not represent the type of weapon (pistol, rifle etc) nor do they represent branding.
In the time that has gone by from present day to when FL:O is set we still have the standard gunpowder based weaponry used in the modern day. These are labelled as K-Type or Kinetic Type in reference to the projectiles fired.
K-Type weapons come in the following formats:
Shoulder Mounted Cannon
K-Type while being the cheapest type of weapons are cheap to produce and therefore a favourite for Raider gangs.
K-Type weapons are to be treated as the standard for which all others are graded. As such this list will also include melee weapons.
One major development in weapon manufacturing was the wide use of electromagnets. Originally used for tank mounted cannons known as Rail Guns the firing mechanism was refined and miniaturised allowing for a greater selection of use.
Mag weapons are not cheap to produce but due to their reliability and popularity are being mass produced by many manufacturers meaning their numbers are never in short supply.
Mag-Type weapons come in the following varieties:
Shoulder Mounted Cannon
A new development in weapon manufacturing sees Pulse Type weaponry becoming more popular with the Human gangs on Honos.
Created by HMC in an attempt to recreate Hydan technology using Human equipment Pulse-Type weaponry is very dangerous to use due to the radiation emitted from the backpack required to power the weaponry.
Pulse-Type Weaponry are only available in rapid fire varieties due to the need to discharge shots in small blasts to reduce the explosive tendencies of it's power generating backpack.
These varieties are as follows:
Developed by the Hydan Crystech weapons use a series of crystals to generate a usable energy which can be released in a variety of forms.
The technology behind creating Crystech Weapons is a closely guarded Hydan secret and as such these weapons are crafted off world and shipped to Honos. For this reason Crystech weapons are almost exclusive to Wraith gangs however it is not uncommon for these weapons to be utilised by UEF forces and the Red Claw are always trying to intercept these shipments when possible.
Because of the wide range use of Crystech these weapons are found in the following varieties:
Shoulder Mounted Cannon
Developed hundreds of years ago by the Kratel; Vol is a synthesised material that is heavily resistant to physical damage, temperature extremes and energy blasts. Traditionally used as armour, Vol is also used for weaponry to a lesser degree.
Vol-Type weapons have an unusual appearance often looking chitinous and shell like in appearance. To non Kratel it is unknown if this is a byproduct of Vol itself or by design to match their layered shell like armour.
Vol-Type weapons are available in the following varieties:
All weapons will come with character modifiers, so the larger items will reduce your speed for example, so should you wish to kit your leader out for example with a 2-handed sword and a heavy Pulse Rifle then you can, but they will not be travelling very far any time soon.
- Of course while your stats will be effected by your equipment, so will your skills
Going into extremely basic terms: Skills will be split into different categories, such as Strength, Dexterity, Accuracy, Toughness Technical and Endurance.
When you earn enough XP to learn a new skill for your gang member, you will roll on the skill table of your choice and depending on what you roll depends on what skill you get. So if you have a Recruit who is carrying a heavy weapon, you may want to give them an Accuracy skill to help them hit, or you may want to give them an Endurance skill to lighten their load increasing their mobility.
The skill table chosen is entirely up to you allowing you to tailor the skills your gang members gain, but exactly what skill they learn is random and determined by the dice roll.
To eliminate the issues of double rolling; say you already have the 'Pack Horse' skill allowing you to half the amount equipment slows you down, you will then get another special ability for rolling Pack Horse again, in this example you would get 'Juggernaught' allowing you to take no negative modifier for carrying gear and a resistance to things like knock back.
Note: There is another table called the Special skill table is for particularly interesting abilities. These are acquired through acquiring a set number of other skill combos. For example should you obtain Juggernaught from Endurance and Super Strong from the Strength table, you unlock the Wrecking Ball combo allowing you to charge through enemy models knocking everyone around you to the ground.
I hope this insight into the weapons and brief overview of skills and how they effect weapons has been of use.
I've already received some interesting feedback from some people and I thank everyone for what they have provided so far.
Some of it I have already embraced other bits I am analysing and seeing what merits it holds, how easy it would be to implement and what sort of effect it would have if implemented.
- I must say however; there is no such thing as a bad suggestion! If you can see a good feature that you would like to see in the game then let me know!
Until next time; stay safe and I'll see you Fringeside!
- Your friendly neighbourhood Doctor Loxley