offensive

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Offensive Systems

Offensive systems are the weapons and tools a mecha uses to project force. Weapons are defined by their damage output, range, and resource demands (energy, heat, ammo).

Weapon Stats

A weapon that is active but not firing still draws its full Energy cost each turn. This is the main tradeoff: powering a weapon costs you, whether you pull the trigger or not.

All weapons require a hardpoint.

Attack Modes

Mode Description
Direct (D) Fired directly at the target. Requires line of sight.
Indirect (I) Arced or lobbed fire. Needs coordinates, ignores LoS.
Seeking (S) Guided via sensors or datalinks. Tracks as long as lock is active.
Beam (B) Sustained stream. Continuous damage, less flexible.

Weapon Types

Lasers - High energy draw, no ammo, high heat. Baseload heat from being active + burst heat on firing. The heat is your ammo: a laser can fire as long as your cooling can handle it. Pinpoint accuracy.

Ballistics - Low or no energy draw (autoloader/electric trigger), uses ammo, moderate heat per shot. Ammo weight varies by caliber and tech level.

Missiles - Low energy draw (guidance/tracking), expensive ammo, low heat per shot. The ammo cost is the limiter. Can bypass shields depending on payload.

Melee - No energy, no ammo, no heat. Uses the mech's movement and structure. See Mech Melee.

Heat and Weapons

When a weapon fires, its burst heat remains on the weapon as pending heat - if it is not removed by the next heat processing cycle, this becomes residual heat.

Ballistic weapons generate moderate heat from friction and propulsion gasses. Missiles generate very little (the heat stays in the rocket motor). Melee generates none.

Damage

Damage is a single number. Baseline formula used during system development:
Damage = 10 + 3 * sqrt(gun mass in tons). This gives 13 at 1t, ~15 at 3t, 16 at 4t, 19 at 9t, 22 at 16t. Individual weapons may vary from this curve based on their role and tech tier.

On a hit:
1. Shields activate first (see Shields).
2. Armor reduces remaining damage (see Armor).
3. Remaining damage adds to the hit sector's stress. See Sector Stress.

Keywords

TODO: expand this list with balanced keywords and bonus rules

Keyword Effect
Armor Piercing Reduces effective armor protection by half (round up)
Blast X On hit, X damage also applies to adjacent sectors
Rapid Fire May fire twice per turn at +1 malus die on the second shot
Overcharge May take +X heat to add +X damage (declare before rolling)

Bonus Rules

TODO: weapon-specific bonus/malus rules, situational modifiers

Example Weapons

Weapon Damage Range Ammo Energy Heat Boot Modes Mass Keywords
Basetech
Light Laser 6 50/400/100 - 25 10 1 D,B 1
Machine Gun 5 10/200/50 0.1kg Low 3 5 - D 1 Rapid Fire
Rocket Pod 10 100/500/200 5kg Mid 2 2 2 D,I 2 Blast 1
Lowtech
Heavy Laser 12 50/600/150 - 50 20 2 D,B 3
Autocannon 8 20/400/100 0.5kg Low 5 8 1 D 3 Rapid Fire
Anti-Armor Missile 16 100/800/300 10kg Mid 3 3 2 D,S 3 Armor Piercing
Midtech
Pulse Laser 8 50/500/120 - 40 15 1 D,B 2 Rapid Fire
Gauss Cannon 14 50/800/200 1kg Mid 20 5 2 D 4 Armor Piercing
Swarm Missile 10 200/1000/400 8kg High 3 2 3 D,I,S 2 Blast 2
Hightech
Continuous Laser 10 100/800/200 - 80 25 2 B 4
Railgun 22 200/1500/500 2kg High 40 3 3 D 6 Armor Piercing
Melee
Mech Sword 20 0/1/0 - 0 0 - - 2 See Mech Melee

Debug Weapons

These use the baseline formula Damage = 10 + 3 * sqrt(mass) and are meant for system testing. Energy and heat are placeholders and will be iterated.

Weapon Mass Damage Range Ammo Energy Heat Boot Modes Keywords
Light Ballistic 1t 13 20/400/100 0.5kg Low 5 3 1 D
Medium Ballistic 3t 15 50/600/150 1kg Low 15 5 1 D
Heavy Ballistic 6t 17 50/800/200 2kg Mid 30 8 2 D
Light Laser 1t 13 50/400/100 - 25 10 1 D,B
Medium Laser 3t 15 50/600/150 - 50 18 1 D,B
Heavy Laser 6t 17 100/800/200 - 80 25 2 D,B
Light Missile Rack 1t 13 100/500/200 5kg High 3 2 2 D,I,S
Medium Missile Rack 3t 15 200/800/300 12kg High 5 3 2 D,I,S
Heavy Missile Rack 6t 17 200/1000/400 20kg High 8 4 3 D,I,S

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