Droid Engineer Archive
Thread: Combat Module Ideas
I realise this is a little late but I still came up with an idea for the proposed combat module that is similar to the current level system.
Basically combat modules are leveled from 1-6 (duh) and spread out on the tree like the other modules. The modules would be like this:
Combat Module Lvl1 (Novice DE)
Armor Piercing: None
Base Chance To Hit: 70%
Fully Expreimented Chance To Hit Value: 80%
Base Speed: 2.0
Fully Experimented Speed Value: 0.5
Base Damage: 30-40
Fully Experimented Damage Value: 60-70
Base Wound Chance: 1.5%
Fulle Experimented Wound Chance Value: 3%
Special Attack Slots (I'll get back to this later on): 1
Combat Module Lvl2 (Production I)
Armor Piercing: None
Base Chance To Hit: 60%
Fully Expreimented Chance To Hit Value: 80%
Base Speed: 3.0
Fully Experimented Speed Value: 1.0
Base Damage: 50-60
Fully Experimented Damage Value: 90-100
Base Wound Chance: 2%
Fully Experimented Wound Chance Value: 4%
Special Attack Slots: 1
Combat Module Lvl3 (Production II)
Armor Piercing: Light
Base Chance To Hit: 50%
Fully Expreimented Chance To Hit Value: 70%
Base Speed: 4.0
Fully Experimented Speed Value: 2.5
Base Damage: 70-80
Fully Experimented Damage Value: 110-150
Base Wound Chance: 2.5%
Fully Experimented Wound Chance Value: 5%
Special Attack Slots: 2
Combat Module Lvl4 (Production III)
Armor Piercing: Medium
Base Chance To Hit: 40%
Fully Expreimented Chance To Hit Value: 65%
Base Speed: 5.0
Fully Experimented Speed Value: 3.0
Base Damage: 90-120
Fully Experimented Damage Value: 150-170
Base Wound Chance: 4%
Fully Experimented Wound Chance Value: 5.5%
Special Attack Slots: 3
Combat Module Lvl5 (Production IV)
Armor Piercing: Medium
Base Chance To Hit: 30%
Fully Expreimented Chance To Hit Value: 50%
Base Speed: 6.0
Fully Experimented Speed Value: 3.5
Base Damage: 180-210
Fully Experimented Damage Value: 240-270
Base Wound Chance: 5%
Fully Experimented Wound Chance Value: 6.5%
Special Attack Slots: 3
Combat Module Lvl6 (Master DE)
Armor Piercing: Heavy
Base Chance To Hit: 20%
Fully Expreimented Chance To Hit Value: 40%
Base Speed: 8.0
Fully Experimented Speed Value: 4.5
Base Damage: 300-350
Fully Experimented Damage Value: 360-400
Base Wound Chance: 7%
Fully Experimented Wound Chance Value: 9.5%
Special Attack Slots: 4
Now to the special attack modules, these would be placed in the combat module. Most logical is to spread them out like the personality chips and crafting stations.
These are the stats:
Base Special Attack Chance: 5%
Fully Experimented Special Attack Chance Value: 30%
Special Attacks:
Dizzy: Novice DE
Stun: Refinement II
Blind: Production I
Posture Change Down: Construction Techniques I
Posture Change Up: Construction Techniques III
Bleed: Refinement III
Armor Piercing Mode (This would if successful increase the armor piercing one level, but quickly lower the droids condition): Master DE