So I was thinking about updating the
VOID's weapons to the DR Version 3 system, both to get myself used to the new system and because it needs done.
So let's get to it, then -
The Light Plasma Autocannon needs a new page because the old page got purged, but thankfully we still have its old statline
- Location: Handheld
- Purpose: Anti-Armor Carbine
- Secondary: Marksman Anti-Armor
- Damage: MDR 3
- Area of Effect: 3cm point of impact w/ light splash damage around point of impact
- Range (Rapid Fire): 15 KM in Atmosphere, 875 KM in Space
- Range (Semi Auto): 55 KM in Atmosphere, 2500 KM in Space
- Rate of Fire: 240 RPM (Rapid Fire), 60 RPM (Semi Auto)
- Payload: 640 Shots in weapon powerpack
- Muzzle Velocity: .8c
- Ammo Replenish: 1 every second, when connected to Generator
Thankfully, this still gives us it's role (Anti-Armor Marksman Carbine) and old damage, which lets us judge its damage in relation to the Moneyshot (a full sized rifle). Clearly it shouldn't be as heavy hitting as the HPAR, but should still be able to engage and damage other Powered Armor. So I'd suggest giving it Tier 5 or Tier 6, preferably Tier 5 Medium Anti-Armor. It's made for long range marksman shots, and thus lacks the sheer damaging firepower of the Moneyshot.
Then you have the Condensed Fusion Cutter, something far simpler
- Location: Left Forearm Shield
- Purpose: Anti-armor Close Combat
- Secondary Purpose: Hull Cutting
- Range: 1.7m
- Rate of Fire: Constant
- Damage: MDR 5, can disrupt Distortion Shields
- Payload: Unlimited, can only run for 20 minutes. If maximum runtime is reached, there is a cooldown of 45 minutes.
Because of its purpose, short range, and numerous drawbacks, I would advocate a Tier 9 or Tier 10 Heavy Anti Mecha/ Light Anti-Starship damage for it, given its purpose as a hull cutting tool.
The GAFM is, in my own words, a BIG BOY, and is one of the most important features of the Armor
- Location: Inner Left and Right Shoulder Blades, on either side of the Backpack
- Type: Light Guided Mortar
- Primary Purpose: Anti-Emplacement, Anti-Infantry
- Secondary: Area Denial
- Damage: MDR 5
- AoE: 470m
- Range: 17km in Atmosphere, 42.5 KM in Space
- Missile Velocity: 2000 m/s in Atmosphere, 5000m/s in Space
- Rate of Fire: 1 Missile every 17 Seconds, 8 Second Cooldown
- Payload: 16 Guided Rounds
Scalar Pulse
- Primary Purpose: Resource Denial
- Secondary: Anti-Armor, Anti-Vehicle
- Damage: Scalar. Detonates volatiles and destroys complex transfer systems such as circuitry and nervous systems.
- AoE: 200m
EMP Detonator
- Primary Purpose:== Resource Denial, Anti-System
- Secondary: Anti-Missile
- Damage: DR 6 to Shields and Electronics Only
- AoE: 800m
Honestly, though, damage for it isn't hard, we have the AOP to compare it to. Tier 8 Anti-Mecha for the main form of ammunition, Tier 4 for the Scalar Pulse, and Tier 0 (Tier 6 against shields and electronics) For the EMP detonator.
Much of the rest is easy, given the numerous components it shares with the Hostile and Aggressor.
Pulse Laser Arrays? Tier 2, like on the Hostile. The Gatling laser cannons are essentially bigger versions of the pulse laser arrays meant for armored targets so i'd give them Tier 4 Damage.
The shoulder grenade launcher is a whole other story that'd require us to make the whole thing over again.
The Tracer Missiles should be Tier 1, at most. BOLTs should use the same damage as the version on the Hostile. Darts should also be Tier 1, and Arrows should be Tier 4.