New Weapons & Gear

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Full List of Weapons and Quirks[edit | edit source]

A Full tabled list of every weapon in game; Please Click below

Weapon Quirks

Autocannons

Mech Rifles

Energy Weapons

Missiles

Support Weapons

New Weapons[edit | edit source]

Prometheus +++ Flamer

  • The Heaviest of all flamers, dealing respectable damage and heat, additionally no flamer needs ammo, to balance this, they generate incremental more heat per flamer size

Heavy Machine Gun

  • A heavier machine gun that weights twice as much but deals increased damage

Light Machine Gun

  • Deals less damage but has greatly increased range.

Machine Gun Arrays

  • Multiple machine machine guns synced to fire together. An array only takes up one hardpoint.

Plasma Cannon

  • A experimental weapon that is a mix between a PPC, Gauss rifle and Flamer
  • It has a massive hit, high heat damage, limited ammo and accuracy penalty
  • It uses Gauss ammo and applies a stacking debuff increasing heat generation

Thunderbolt Missiles

  • Unlike it's counterpart the LRM the thunderbolt fires a single big missile, that trades damage to a single location for reduced range and more size
  • (uses ac ammo, because ammo is hardcoded and nobody found a workaround)

Ultra Autocannon 2-20

  • Slightly heavy and larger AC's with doubled rate of fire, since these are still prototypes, they have a bit more heat, recoil and reduced damage

Rotary AC 2+5

  • The rotary trades range, weight, size, heat and recoil, for 4 times the rate of fire

Rocket Launcher 5-20

  • Your cheap throwaway missile, one salvo per mission, nothing more

Haywire Missile

  • Limited ammo srm type weapon that scrambles and cripples a Battlemech
  • Adds a variety of stacking debuffs: -1 accuracy/2turn, -10% runspeed/2turns, 10% heatgenerated/2turns


Narc Missile

  • Limited ammo srm type that fires a single narc beacon, making missiles almost definitively hit the target (unfortunately a generic to hit mod, since you cant restrict to weapontype)
  • Target receives a debuff making it easier to hit by +2/3turns
  • Does not Stack

TAG

  • A simple target Aquisition gear that lets you paint a target for your lance
  • Debuff making target easier to hit by +1/2turn
  • Does not Stack

Streak SRM's

  • While not having the fire prevention mechanic, these upgraded srm's have massively increased accuracy and the capacity to ignore some of a targets movement

Light PPC

  • A Draconis Combine development this weapon was designed to replace medium laser batterys and bring a bit more range to againg smaller mech's

Heavy PPC

  • Another Kurita weapon, a heavier PPC that deals massive damage and has a higher accuracy debuff

Rifles L/M/H

  • Another typical Periphery weapon and for merc's short on cash, the rifle is basically a tank cannon of 24th century terran landwarfare adapted to be used on a Battlemech
  • Cheap and easy to maintain and lightweight, they deal 2/3 damage of an equivalent AutoCannon and produce only half their heat as well as lack any crit modifers


New Gear/Upgrades[edit | edit source]

Electronic Warfare Suite[edit | edit source]

While ECM doesn't work with the engine not letting passives target enemies, i made this stopgap, just like capella did, that grants jamming like bonus to the mech it is on as well as accuracy and sensor range

Grants several buffs: +2 to be hit, +1 Missile to be hit, +10% Sensordistance, Accuracy+1, Signature -35%

(Once we get auras working these will be drastically reworked)

Null Signature System[edit | edit source]

Another stopgap of the Confederation Capella, massively reduces the signature of a mech but increases it's internal heat generation, improves defense and works best when not moving

Grants several effects: Bullwark, +1 to be hit, -45% Signature, +20% Heat generated  

Partial Wings (by Callyste)[edit | edit source]

The Partial wing system gives increased jump distance and improved cooling capacity but are bulky and take up most of the center torso

Advanced Materials[edit | edit source]

These provide a progressively improved free tonnage on a mech but can cost as much as a light mech on its own

DNI cockpit[edit | edit source]

Grants finer control over the mech, giving additional evasive charges, melee  accuracy as well as reduced dfa self damage

Buffs granted: -10% Damage Taken, +1 Melee accuracy, -15% DFA self damage, 10 Less stability damage taken

SLIC Cockpit[edit | edit source]

Improves several aspects (heat, injury, sight) very slightly

Buffs granted:+1Morale gained, +1Health, 20% Spotter and Sensors distance

Improved JumpJets

They exchange 50% more weight for 10% increased jump distance

Supercharger[edit | edit source]

Supercharges your engine output increasing speed

Buffs granted: 40% walk distance, 15% sprint distance, 15% Heat generated

Triple Strength Myomer[edit | edit source]

Grants a slight melee damage and movement buff, but wont stack beyond 6

+3% Melee damage and +2% sprint distance

PPC Capacitator[edit | edit source]

A capacitator added to any PPC style weapon increases damage output but also heat

+15%PPC Damage/+20% PPC heat generated

Advanced Targeting Computer[edit | edit source]

This system slightly improves accuracy, recoil, min range, indirect fire and called shot, at the cost of your cockpit mods

Buffs granted: Breaching Shot, +1 Accuracy, -1 refire penaltys

Intek Improved Indirect Fire System[edit | edit source]

A TTS that adds 1 to 3 accuracy bonus on indirect fire

It follows RT rules for tts and cannot stack with itself, but with others of its kind

UltraLight Gyroscope[edit | edit source]

A ultralight gyroscope that is less efficient but gives alot of free space

-3 Tons, -10% UnsteadyThreshhold, +20% Stability Damage taken

Samurai Heavy Duty Gyro[edit | edit source]

A heavy gyro providing several benefits but using up all space in center torso

Provides +20% stability, -20% stability damage taken and +2 penalty to all MELEE attacks against this unit.

Spiked Armour Plating[edit | edit source]

A solaris invention of reinforced spikes

Grants: -3% Melee damage taken,+2% Melee Damage, stack limit 10

Combat Shield[edit | edit source]

Solaris born Reinforced armour plating

Come in 3 sizes

  • Small: -5% Damage Taken, -10% Jump Distance
  • Medium: -10% Damage Taken, -15% Jump Distance
  • Large: -15% Damage Taken, -20% Jump Distance

LAMS[edit | edit source]

A Laser Anti Missile system that reduces incoming missile damage but generates constant heat (cant make a real ams so this is it for now)

Reflective Coating[edit | edit source]

An armor upgrade that has no weight and is somewhat expensive but gives resistance to energy weapons but take more damage from missiles and ballistics

Reactive Plating[edit | edit source]

An armor upgrade without weight that reduces incoming ballistics and missile damage at cost of increased energy damage


Melee weapons[edit | edit source]

Chainsaw[edit | edit source]

Agricultural mechs use arm-mounted Chainsaws to fell trees and harvest timber. In an emergency 

these giant saws can be used against mechs in melee combat. Like all 

Industrial weapons, Chainsaws suffer a small inherant penalty to hit.


Cultivator[edit | edit source]

Agricultural mechs use rotary Cultivators to plough soil, breaking up rocks and tree

stumps as they go. In an emergency, the rotating blades of these can be

used for melee combat. Like all industrial weapons, the Cultivator 

suffers a small inherant penalty to hit.


Mining Drill[edit | edit source]

Mining mechs use arm-mounted Drills to excavate tunnels and extract ore. In an

emergency, these heavy-duty drills can be used against mechs in melee 

combat. Like all Industrial weapons the Mining Drill suffers a small 

inherant penalty to hit.


Jackhammer[edit | edit source]

Mining and construction mechs use Jackhammers to break apart rock or concrete. In 

an emergency, these powered hammers can be used against mechs in melee 

combat. Like all Industrial weapons the Jackhammer suffers a small 

inherant penalty to hit.


Plasma Torch[edit | edit source]

Construction and engineering mechs use Plasma Torches to cut and weld metal. In an 

emergency these high-temperature jets can be used against mechs in melee

combat. Like all Industrial weapons, Plasma Cutters suffer a small 

inherant penalty to hit.


Arc Welder[edit | edit source]

Construction and engineering mechs use Arc Welders to join metal parts. In an emergency 

these high-temperature electric arcs can be used against mechs in melee 

combat. Like all Industrial weapons, Arc Welders suffer a small inherent

penalty to hit.


Plasma Lance[edit | edit source]

A Military Grade upgrade of the Plasma torch designed to punch straight through weak spots in the armour at point blank range

Grants additional Melee Damage


Chainsword[edit | edit source]

A solaris upgraded chainsaw with super advanced materials to create a bloody good show

Grants additional Melee accuracy


Hammerfist[edit | edit source]

Another upgraded industrial equipment for use in the arenas

Grants increased melee stability damage


Melee Upgrades[edit | edit source]

Cargo Grip[edit | edit source]

Industrial mechs use arm-mounted Cargo Grips to shift crates, construction materials and other large, heavy objects. Though lacking the speed and precision of a military hand actuator their wide and secure grasp can prove useful in melee grappling, even lifting smaller mechs clean off the ground.


Excavator Claw[edit | edit source]

Industrial mechs use arm-mounted Excavator Claws to dig, scoop and crush soil or loose aggregate. Though lacking the speed and precision of military hand actuators these can exert prodigious force in melee combat.


Talons[edit | edit source]

Leg Actuators that grant a buff to Melee and DFA

Grants: +20 Melee&DFA Damage, +1 Melee&DFA Accuracy

One per leg


Claws[edit | edit source]

Upgraded Hand actuators that grant increased melee accuracy and damage

+20 Melee damage + 1 Melee Accuracy

One per Arm

Specialist Ammo Variants[edit | edit source]

New Ammo bins that contain modifiers for your weapons, but each has a cost on their own, and they will affect all weapons they carry their ammotype for

With 0.987 you are restricted to only 1 ammo upgrade per weapon type

Missiles[edit | edit source]

Inferno SRM

This ammo changes ALL your SRM launchers to carry Inferno Rounds, dealing heat damage instead of direct hit damage

Incendiary LRM

Incendiary LRM's have a lesser heat effect compared to Inferno SRM Warheads but sacrifice only half their damage

Deadfire LRM and SRM

Deadfire Missiles exchange their guidance system for a larger weapons paylaod, reducing overall accuracy by 2 and all ranges by 30%

Hotloaded LRM

Hotloaded LRM's reduce the minimum range but reduce accuracy

Extreme Range LRM

ER LRM vastly increase the range of the lrm launcher at cost of some damage

Artemis SRM/LRM

Grant increased accuracy of missiles being fired

Tandem Charge SRM

Gives a massive crit bonus to srm launchers but reduces damage dealt

Ballistics[edit | edit source]

Armour Piercing AC Ammo

These boxes only carry only half ammo, but grant their firing weapon a 100% crit chance

Precision AC Ammo

This ammo contains semiguided gyrojet shell granting its parent weapon +1 accuracy

Heavy Gauss

Heavy Gauss Ammo reduces the range of a Gauss rifle but deals increased damage at reduced accuracy

Light Gauss

Light Gauss ammo vastly increases range of all gauss rifles at increased accuracy but trades most of its damage away

Tracer MG

A simple MG ammo bin that grants +1 Accuracy

All weapons (except mg)

Live Fire Training Rounds

Doubles the stability but trades most of the damage away

Weapon Rebalance[edit | edit source]

All Vanilla weapons are Rebalanced

All rebalancing is subject to further rebalancing, 'cause this mod crew adjusts things daily.

  • ALL support have been moved to their proper category, they will not shoot in melee.
  • Loads of new support weapons added. Jackhammers, Mining drills, power armor weaponry, and much more!
  • Short ranges(half of optimal range in mechbay) on everything, penalty for medium range, max ranges beyond long range at higher difficulty
  • Stability for every weapon--1 stab per 4 damage (doing fractions) lasers 1 per 6
  • Stability damage is now closer to tabletop for "damage taken" piloting rolls. Every time a mech is unstable and gets shot at, a 30% chance for knockdown with each hit. Yes, you can fall down from a miss at this point. Piloting skills improve the chance of staying up if they're the one getting shot at. (2% better chance per level)
  • LRM clustering reduced--can still cluster on heads with some luck. Damage reduced slightly.
  • Large Lasers and PPC's-- increased damage.
  • PPC's have recoil.
  • Pulse weapon ignore 2 Evasion pips and have +1 accuracy--this is "Pulse Accuracy"
  • Streak weapons are +2 accuracy +2 evasion ignore this is "Streak" bonus text
  • Adds a tier3 PPC, ERPPC got the PPC debuff HBS forgot
  • Gauss--now in three flavors! Light, normal and Heavy. (Will use different sizes of ammo, but for now uses one size until patched.)
  • AC's--20% reduced heat, accuracy bonus replaced with increased range, and evasion ignore for higher tier
  • All +Stability modifiers are now a multiplier--not a straight addition
  • All flamers generate heat on the shooter's mech--ammo has been removed.
  • Heat weapons deal bonus damage against vehicles, turrets and buildings (Add the heat damage as normal damage vs. these targets)
  • Variable Damage--You'll see this on pirate weapons often. Damage will be higher or lower than the amount stated on the weapon, with a minimum/maximum. (On some weapons is "inbetween +/- this value")
  • Range Variance denotes that this weapons deals less damage the further you are from your target
  • ER Weapons--Slight damage bonus with slightly reduced heat.