Turn Two: Heavy weaponry
Turn isn't done yet. But I'm already posting it while I'm going to do something else.
Player name: adwarf
Cash: 500
Vehicle name: The Destructor
Stats:
(-2 armor)
Powercore:[20/20hp| 50/50 E(20-40 regen)]
Engine: [20/20 hp| Energy use:20, Arceleration: d20+5, Max Speed:80]
-Range:20
-Damage: d4
-Accuracy:d4
-Energy use: 40
-Range:40
-Damage: d8
-Accuracy:d8
-Ammo:8/8
-Misc: In case of a miss(But with acc roll higher then 3) it homes in on another closeby player. This can be you.
-Range: N/A (Only the section they are in)
-Damage: d8
-Accuracy:d8
-Ammo: 4/4
-Misc: Can deploy sentries in your current sector. Sentries have 10 health and continue firing until destroyed.
-[2]Weaponry: Twin .50 Cal Gatling Guns
-[6]Weaponry: Quad Heat Seeking Missiles
-[4]Weaponry: Deployable .50Cal Sentries
Player name: Tyrin Ferric
Cash: 500
Vehicle name: Banshee
Stats:
(+1 dodge,-1 armor, flies)
Powercore:[20/20hp| 290/290 E(30 regen)]
Engine: [20/20hp|Energy use:20, Arceleration: d20, Max Speed:50]
ECM: X*25 power to lower enemy accuracy with dX
-Range:40
-Damage: d10
-Accuracy:d7
-Ammo:4/4
-Misc: Has range 5 splash damage
-Range:80
-Damage: d6
-Accuracy:d6
-Ammo:2/2
-Misc: Can shoot between sections. (Range in the next section = 80+(Position-100))
-[5]Weaponry: Firelash Rockets! Shockwave missile batteries. Perfect, these shall go under the foresection, flanking the cockpit...
-[4]Weaponry: Long-range Cruise Missile! ...and between the turbofans, I would like a launching system compacted right there. Yes, right before the cockpit...
-[5]Weaponry: ECM (Electronic Counter Measure) ...and in the cockpit, I'd like something installed there. Something to disrupt anyone trying to target me. Make this one draw power from our reactor
Player name: Jack Dendy
Cash: 500
Vehicle name: Starhopper
Bio: After failing to win the last race, Jack decided to enter again. This time with a slightly more weapon-based vehicle.
(+1 to armor, +5 to speed )
Powercore:[20/20hp| 110/110 E(20 regen)]
Engine: [20/20hp|Energy use:15, Arceleration: d10, Max Speed:15]
-Range:20
-Damage: d5
-Accuracy:d5
-Ammo:1/1
-Range:30
-Damage: d7
-Accuracy:d7
-Energy use:30
-Range:40
-Damage: d7
-Accuracy:d7
-Ammo:4/4
-[1]Weaponry: Automatic Grenade Launcher.
-[5]Weaponry: Machine Gun.
-[4]Weaponry: Hydra Missiles
Player name: Connor Hasbin
Cash: 500
Vehicle name: The Armadillo MK2
(+2 to armor, +5 to engine power use)
Powercore:[20/20hp| 170/170 E(20 regen)]
Engine: [20/20hp|Energy use:30, Arceleration: d40, Max Speed:50]
-Range:40
-Damage: d10+2
-Accuracy:d8+1
-Ammo:4/4
-Power use: 20
-Misc: Rolling below 2 on accurace causes the missile to explode near you.
-Range:40
-Damage: d5
-Accuracy:d5
-Ammo:4/4
-Misc: Air only
[6]Weapon Roll 1: 'Devastator' Quad rocket launcher. High damage/accuracy/range (in that order). Fires one rocket at a time, can target land/sea. Low ammo. Can range from 4 rockets to 8. Also, has a small power use. (Misc: None. Focus on raw firepower)
[1]Weapon Roll 2: Flak Cannon. Stable firepower output. Targets air only. High damage, reasonable accurate/range. Ammo based. (Misc: None. Old technology tends to just focus on the direct approach.)
[3]Weapon Roll 3: If one of the weapon roll's are less than 4, re-roll. If both are less than 4, re-roll 'Devastator' Quad Rocket Launcher. If neither apply, re-roll Power Core, same priorities.
Player name: Dariush the Madder
Cash: 500
Vehicle name: WorldConq II Mk.1
Powercore:[20/20hp| 30/30 E(70 regen)]
Engine: [20/20hp|Energy use:15, Arceleration: d10, Max Speed:70]
-Altitude change: I can rise higher for N*10 meters (I specify N when doing the action) at the cost of 10*N. Raised dodge by N but lowers Acc by N. (-5%*N speed debuff during flight)
-Dive: I lower myself by N*10 meters and increase speed by N. Costs 5*N.
-Range:20
-Damage: 1
-Accuracy:d6 (Rolled per shot)
-Energy use:30(Full barrage)
-Misc: Can fire between 1-6 shots. Unable to target specific parts whitout accuracy bonus.
-[6]Altitude change: I can rise higher for N*10 meters (I specify N when doing the action) at the cost of 3*N. Depending on distance from the ground (let's call it D), my dodge is raised by D while the accuracy of all my weapons is lowered by D.
-[1]Dive: I lower myself by N*10 meters and travel N tiles in a specified direction. My weapons get a +N bonus to accuracy for that turn. Costs 2*N.
-[4]Laser blaster: if the accuracy in general is independent from distance, for this weapon it will be inversely proportional. Unless I'm attacking from the height of 1 and not as part of diving, I can't target specific enemy parts. I can fire between 1 at 10 shots at once, each one at 5 power (no separate ammo pool). Every separate shot is obviously weak, but is separately targeted if the above condition (height 1, no diving) isn't fulfilled. If I'm firing 4 or less shots, they get a bonus to accuracy.
Player name: Toaster
Cash: 500
Vehicle name: The Paradox
Modules
(-1 to dodge)
Powercore:[20/20hp| 30/30 E(70 regen)]
Engine: [20/20hp|Energy use:30, Arceleration: d50, Max Speed:70]
Paradoxal Stunner: Energy use: 50. Range: 40. Target rolls d6. (1-2: Speed -20, 3-4: -10, 5-6: 0)
-Range:20
-Damage: d6
-Accuracy:d6
-Energy use:30
-Misc:
-Range:20
-Damage: d6+1
-Accuracy:d9+1
-Ammo: 2/2
-Misc: The target doesn't exist during one turn after being hit, rendering him invulnerable.This is because the universe has to figure what the hell is happening
[4]Weapon 1: The Theseus Guns: Twin laser guns that are actually the same gun. One had individual parts replaced until each part was new. The old parts were then assembled into another gun, making them both the same gun.
This weapon has medium damage and high accuracy, but not very high range. It's fairly energy-efficient.
[3]Weapon 2: The Grandfather Cannon: This gun shoots a bullet backwards in time, aimed at the grandfather of the driver of the target vehicle. This bullet kills said grandfather and prevents the driver from being born and ever competing in the race. However, since that would cause a temporal paradox in that the bullet would then have no target and therefore never have been fired, a temporal resonation occurs centered in the area, causing damage to the vehicle the driver is occupying.
This weapon is highly accurate and damaging with a good range, but has very limited ammo. Also, it tampers with the space-time continuum, so that's probably bad.
[4]Weapon 3: The Paradoxical Stunner: This weaponized projection system will fill a driver's cockpit with details explaining a logical paradox. The driver is so enthralled by the projection (and the accompanying subliminal suggestion that they try to figure it out) that they are slowed down.
Moderate range, special otherwise (Energy based)
Name: Sky King
Cash: 500
Vehicle Name: Cincinnati
Bio: Having won the first Death Race, Monk changed his name to Sky King, and now seeks to add a new moniker- Horse Lord!
(Jetboost: Uses 100 energy. Produces a 20 speed boost and allows the Cincinnati to fly.)
Powercore:[20/20hp| 110/110 E(35 regen)]
Engine: [20/20hp|Energy use:25, Arceleration: d20, Max Speed:30]
-Range:40
-Damage: d6
-Accuracy:d6
-Energy use:70
-Range:0
-Damage: d4
-Energy use:0
-Misc:Only but automatically workds when you do a ram attack
-Range:20
-Damage: d10
-Accuracy:d6
-Energy use:50
-Misc: Splash damage: 5 tiles. Damage spreads over parts.
[2]Weapon One- LASER EYES! The Cincinnati can convert Energy to shoot lasers from its eyes with high accuracy and damage, albeit for a high cost. Intended as long range weapon.
[2]Weapon Two- SHOULDER MOUNTED VIBRO-SCTYHES! These cruel blades flip out from the flanks of the Cincinnati, damaging enemies who find themselves alongside the Robot Horse. Melee weapon.
[6]Weapon Three- ORAL FLAMETHROWER! The Cincinnati can breathe fire, what more can I say? Intended as a mid-range weapon (further than melee, closer than, say, aircraft.)
Player name: Jim Hawkes
Cash: 500
Vehicle name: Death wing
Bio: A military officer and pilot who has been sent to join the WDR in order to get inside the organization and spy on the sponsors who have a stranglehold on the nation. Winning is a side benefit
Stats:
(+1 armor,-5 arceleration. Overcharge: Route power from the engines to a single weapon system. (Engine offline that turn. +2 to damage.))
Powercore:[20/20hp| 170/170 E(0-60 regen)]
Engine: [20/20hp|Energy use:20, Arceleration: d10-5, Max Speed:10]
-Range:40
-Damage: d10
-Accuracy:d5
-Ammo: 2/2
-Misc: Splash damage: 10 tiles. Damages track (random effect)
-Range:30
-Damage: d9
-Accuracy:d6
-Ammo: 6/6[2/2 AA]
-Misc: Can fire antiarmor shells that do +3 damage. Forward only
-Range:30
-Damage: d8
-Accuracy:d8
-Energy use:40
[4]Weapon 1: Earthshaker missile pods. For when you absolutely must turn the target and everything within 20 yards into a crater. (Air-to-ground, high damage, medium range weapon that's expensive ammo wise and makes up it's low accuracy for being AoE and tearing up the track)
[5]Weapon 2: Nose mounted auto cannons that can switch ammo between AP and AA shells (similar to red wrecker's machine guns, but slightly more expensive ammo wise in order to be able to do actual damage. AP and AA ammo are separate)
[5]Weapon 3: Plasma gun that feeds it's ammo right from the engine. (all-round gun)