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| CWI - H-T1 Electro-magnetic Disruptor http://www.runestorm.com/forums/viewtopic.php?f=63&t=74850 |
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| Author: | Marts [ Sat Dec 20, 2008 10:15 am ] |
| Post subject: | CWI - H-T1 Electro-magnetic Disruptor |
DESCRIPTION: An Electro-magnetic Disruptor - The Skrith's take on a hand grenade, the only difference being it can't kill people. It disrupts any and all electronic equipment, leaving victims with only melee weapons or other things that don't require electricity or heat to operate. Primary Fire: Tosses the bomb. The longer a player holds, the farther it will be thrown. Its only difference from other grenades is that it explodes on impact, and its radius of effect is proportional to the amount of energy it has (more on this later...). Item Capacity: Players can only carry 2 of these at any given time, and each Ammo Pack gives players 1 extra bomb (still open to suggestion). Fire Modes: 1) Sets up the bomb for a short-ranged throw 2) Sets up the bomb for a long-ranged throw Secondary Fire: Holding down the secondary fire shields its user with a strong Electro-magnetic Barrier. This can deflect bullets around the barrier, repel electricity, withstand enormous explosions and temperatures, and absorb energy-based projectiles in order to prolong its own energy-output (but cannot be fully-recharged). Also, running into traps (mines, Plasma walls, etc.) while the barrier is active immediately disables them upon contact, making it a perfect escape tool. However, if the bomb's energy runs out (the shield lasts about 5-6 seconds, given that there are no allies charging it with energy-based projectiles), its user will automatically discard it. To prevent this from happening, players can deactivate the shield and leave just enough energy for the weapon to be thrown at targets, but as stated above, its radius of effect is proportional to the amount of energy it has left. SPECIAL FIRE: This weapon has two special fire modes: 1) As mentioned way above - this is the bomb's default mode. Its radius of effect is roughly about 2 meters. Anyone caught within that radius (be they friend or foe) will have all their electronic equipment shut-down for a good 15-20 seconds, left to the mercy of either: the blades of their enemies, those who are far enough from the explosion (snipers), or those who wield non-electronics-based weaponry. 2) Activating this mode gives the bomb a timer, just long enough for it to be thrown a considerable distance. After the time is up, the bomb emits short bursts of EMP within a radius of 15 meters, effectively shutting-down players' equipment until they move away from the zone of effect. Now, players can desaturate this zone by destroying the bomb itself (with a melee weapon, of course), but other than that (if the bomb is thrown in a place where no one can reach it or it's very well-hidden), they have no choice but to wait for 15-20 seconds until the bomb runs out of energy. |
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