Carbineer Archive

Thread: Suggested stat fixes for existing carbines

Dustin_Asche
Tue Aug 19, 2003 9:15 pm
#1

Just a note, this is a continuation of another thread entitled "Carbine Range mods are bogus" I figured I'd go ahead and do the same thing for the whole stats.




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"Man, if I had I lightsabre, I'd go voom, voom, snick, snick, snick, waaah, Jedi! slice up tubby here, and we could crawl inside him and stay warm for the night." Jay - Clerks, the Animated Series.
Dustin_Asche
Wed Aug 20, 2003 12:44 am
#2

We all know that the current carbine stats are mostly bogus. But what should they be? I put a little thought into it and came up with some numbers that should be pretty close. Not that these are base statistics, w/o optional components. Meaning that a Master Weaponsmith will make a unit with AT LEAST these stats or better 95% of the time. I am also assuming that the HAM fix for carbines will affect specials, and not the weapon stats, therefor these aren't as heavily lowered as I would have otherwise had them.



DH17 Carbine. Compact, standard carbine.


Damage: 45-90; Armor Piercing: 0; Speed 3.8; Wound Chance 8%; H: 25; A: 26; M: 19


Zero range -10; Mid range @35 +15; Max range -60


DH17 Snubnose. Shorter and better suited for close quarters like coridors and cities.


Damage: 40-90; Armor Piercing: 0; Speed 3.6; Wound Chance 7%; H: 20; A: 27; M: 18


Zero range +15; Mid range @20 +10; Max range -80


E11 carbine. Versatile, fast carbine which is standard Imperial issue.


Damage: 65-110; Armor Piercing: 1; Speed 3.3; Wound Chance 11%; H: 22; A: 30; M: 20


Zero range +0; Mid range @30 +10; max range -50


DXR6 Carbine. Unusual carbine is effective at close ranges.


Damage: 75-125; Armor Piercing: 1; Speed 3.7; Wound Chance 18%; H: 25; A: 28; M: 18


Zero range +0; Mid range @25 +10; Max range -60


EE3 Carbine. This carbine packs a good blast but is innacurate. (please make its blast radius work)


Damage: 80-130; Armor Piercing: 1; Speed 3.8; Wound Chance 14%; H: 25; A: 30; M: 22; Blast Radius 3m


Zero range -20; Mid range @35 +0; Max range -60


Laser Carbine. This powerful, long-barreled hunting carbine is very effective at range, but too unwieldy for close combat.


Damage: 50-250; Armor Piercing: 2; Speed 4.0; Wound Chance 16%; H: 28; A: 35; M: 23


Zero range -35; Mid range @50 +25; Max range -25


Elite Carbine. This versatile and powerful carbine is hailed by masters of the craft for its supreme accuracy.


Damage: 90-150; Armor Piercing: 1; Speed 3.3; Wound Chance 15%; H: 25; A: 29; M: 19


Zero range +5; Mid range @30 +20; Max Range -35.




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"Man, if I had I lightsabre, I'd go voom, voom, snick, snick, snick, waaah, Jedi! slice up tubby here, and we could crawl inside him and stay warm for the night." Jay - Clerks, the Animated Series.
Dustin_Asche
Wed Sep 10, 2003 1:57 am
#3

Hrmm, taking a second look at this, I suppose I should have made the differences in HAM costs and refire rates a little bit more exagerated between the carbines...




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"Man, if I had I lightsabre, I'd go voom, voom, snick, snick, snick, waaah, Jedi! slice up tubby here, and we could crawl inside him and stay warm for the night." Jay - Clerks, the Animated Series.
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