Jump to content

Recommended Posts

I am making stats for a gadgeteer character, based on one of my favorite Champions Online characters.  That character can shoot a small salvo of mini-rockets.

 

In translating that, it occurred to me that it might be fun to make them homing missiles.  Then I had to ask myself what I wanted them to actually do.  I think I might want to make two separate slots for this, two different powers.

 

1. Just a multi-attack on a visible opponent.

I think the simplest version of this might be to buy a blast with autofire, with a specific limitation.  I would make any hits beyond the first one be delayed one segment.  So, if it were the simplest autofire, with 2-3 shots, the first hit would happen on the segment it was fired.  If the character rolled well enough to get a 2nd or 3rd hit, then those would not apply on that segment, but on the following segments.  I imagine this looking like 3 little mini-rockets fired at once, one hitting, and the other ones circling around until they connect, which might mean they follow the character if they happen to move in the next segment or two.  I assume this wouldn't then require constant or uncontrolled because the total effect wouldn't be any greater than someone who had regular autofire.

 

2. An actual blast from afar.

This power, I believe, would be easier to design. It would require some kind of clairsentience or other way to target someone normally out of perception range.  Then simply buy a blast with an indirect path and whatever range modifiers I think it would need.

 

 

Does that sound OK, or are there considerations anyone thinks I might be missing?  I would appreciate your advice on this.

Share this post


Link to post
Share on other sites

The only downside I can see to the first version is that of bookkeeping. Remembering to apply subsequent missile hits on future Segments could end up being quite cumbersome in practice. But hey, try it and see how it works!

Share this post


Link to post
Share on other sites

Thank you guys, SO much for these answers.  I went ahead and wrote up the character with the ideas I had in the first post.  The second power was a LOT like what DrunkonDuty described.

 

I am very intrigued by the idea of Summon for homing attacks.  It sounds like it might be a better solution than the one I wrote up.

Share this post


Link to post
Share on other sites

My favourite build for homing missiles is continuous uncontrollable bought to 0 END.  You fire three missiles, the attacks continue each round until three hits have been achieved or the missiles (the attack is bought with physical manifestation) have been destroyed.  You could also put limitations on it to allow missiles to be decoyed away or made to lose targeting.

 

Doc

Share this post


Link to post
Share on other sites
2 hours ago, drunkonduty said:

I like @Tom Cowan's suggestion. But I would add Indirect to allow for going around corners. 

 

What I'm unsure of is whether or not each  lot of damage would qualify as a separate charge or not. Does anyone know? (Am away from my books.)

Each attack is an attack that auto hits if the one hit before it hit.  Each attack must pay END or charges or what ever.  the Clip size of 4 makes you stop at 4 attacks.

yea indirect would be nice, but may get you a stop sign for no need for LOS after the first hit

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...