ARC Trooper - A combat specialist wielding futuristic weapons. Generally equipped with EMP-pulse alternative fire, armor piercing plasma bullets, and various methods of crowd suppression.
Stat Bonuses:
+20% Perk Weapon Damage (0.8%/Level)
+20% EMP effect duration (0.8 %/Level)
+100% Armor Penetration (25%/5 Levels)
+50 Maximum Armor (10/5 Levels)
Perks:
Weapons:
Notes: Plasma weaponry boasts significantly less recoil than combustion based firearms.
The Arc Trooper’s EMP Pulses do a very light base damage of 5 unless otherwise specified (there’s a perk for that!).
Knife: (Same Stats as all Knives)
Grenade:
EMP Pulse Emission Module
Produces progressively larger pulses of EMP waves (4 total).
Radius: 1,2,3,4m
Frag: Radius 9m, 200 Damage
Tier 1: Plasma/EMP Pistol
ARC-P1 Plasma Pistol
A semi-automatic plasma hand cannon
Cost: 200
Carry Weight: 2kg
Damage: 25
Fire Rate: 280
Accuracy: 70
Penetration: 2
Ammo Cost / Clip: 15
Clip Size: 20
Maximum Ammo: 140
(for reference, a 9mm:
Damage: 25
Fire Rate: 300
Accuracy: 50
Penetration:0
Ammo Cost: 12
Weapon Type: Pistol
Clip Size: 15
Maximum Ammo: 90)
Tier 2: Shock Baton
A standard issue ARC Trooper melee weapon. Heavy attacks issue a high voltage electric shock.
Cost: 900
Carry Weight: 5kg
Base Damage: 20
Fire Rate: 280
Accuracy: 70
Penetration: 2
Ammo Cost / Clip: N/A
Clip Size (Max Charge): 10
Maximum Ammo: N/A
Note: Ammunition regenerates over time after usage up to a maximum of 10. Heavy attacks will discharge all charges currently held, dealing 8 Electric Damage per charge (80 at max charge).
Tier 2: Dual Plasma Pistols
Tier 2:
Tier 3: EMP Shield
Blocks damage, heavy attack is a shield bash that emits EMP (consumes ammo). Light attack slashes and bashes with the shield. One handed accessory - can be used with the ARC-P1 Plasma Pistol or the Shock Baton.
Tier 3: EMP Rifle
Assault rifle outfitted with plasma bullet primary fire and an EMP pulse secondary.
Tier4: EMP Pulse Bazooka
Sends powerful blasts of EMP barreling across the battlefield. Base damage of 150 (165 with the Shockwave perk).
Tier 4: Plasma Gatling Gun
_____________________
Hey! This perk is pretty unfinished! If you have any ideas or suggestions at all to add to, change, or build upon of the ideas above - please write em up!
I had a lot of fun designing this kit, particularly the perks, but if you couldn’t tell, some of the weapons are a little... lacking in creativity. They’re fine, I came up with them just to have a placeholder weapon that synergizes with the rest of the Perk, but I think we could do better.
Above all, thanks for reading ‘n have a good one
Stat Bonuses:
+20% Perk Weapon Damage (0.8%/Level)
+20% EMP effect duration (0.8 %/Level)
+100% Armor Penetration (25%/5 Levels)
+50 Maximum Armor (10/5 Levels)
Perks:
Bulwark: Players hit by your EMP effects gains a temporary +25 bonus armor that lasts for 10 seconds. | 5 | Healing Pulse: Players hit by your EMP effects are lightly healed over time. (15 health over 3 seconds) |
Concussive Pulse: Enemies hit by consecutive EMP attacks have an increasing chance of being staggered | 10 | Shockwave: EMP effects are amplified and deal increased damage. (5 → 20) |
ARC Training: +40% Weapon Swap Speed +10% Reload Speed -10% Recoil | 15 | Plasma Piercing: +100% armor penetration with Perk Weapons +5% Perk Weapon Damage |
Opportunist: +25% increased damage to enemies stunned by EMP | 20 | Shockback: Enemies stunned by EMP have a high chance to stagger after taking damage. |
Pulse Emitter: During ZED-time, you move at 50% real-time, and passively emit waves of EMP. | 25 | Superheated Pulse: During ZED-time, your EMP effects will also light ZEDs on fire |
Weapons:
Notes: Plasma weaponry boasts significantly less recoil than combustion based firearms.
The Arc Trooper’s EMP Pulses do a very light base damage of 5 unless otherwise specified (there’s a perk for that!).
Knife: (Same Stats as all Knives)
Grenade:
EMP Pulse Emission Module
Produces progressively larger pulses of EMP waves (4 total).
Radius: 1,2,3,4m
Frag: Radius 9m, 200 Damage
Tier 1: Plasma/EMP Pistol
ARC-P1 Plasma Pistol
A semi-automatic plasma hand cannon
Cost: 200
Carry Weight: 2kg
Damage: 25
Fire Rate: 280
Accuracy: 70
Penetration: 2
Ammo Cost / Clip: 15
Clip Size: 20
Maximum Ammo: 140
(for reference, a 9mm:
Damage: 25
Fire Rate: 300
Accuracy: 50
Penetration:0
Ammo Cost: 12
Weapon Type: Pistol
Clip Size: 15
Maximum Ammo: 90)
Tier 2: Shock Baton
A standard issue ARC Trooper melee weapon. Heavy attacks issue a high voltage electric shock.
Cost: 900
Carry Weight: 5kg
Base Damage: 20
Fire Rate: 280
Accuracy: 70
Penetration: 2
Ammo Cost / Clip: N/A
Clip Size (Max Charge): 10
Maximum Ammo: N/A
Note: Ammunition regenerates over time after usage up to a maximum of 10. Heavy attacks will discharge all charges currently held, dealing 8 Electric Damage per charge (80 at max charge).
Tier 2: Dual Plasma Pistols
Tier 2:
Tier 3: EMP Shield
Blocks damage, heavy attack is a shield bash that emits EMP (consumes ammo). Light attack slashes and bashes with the shield. One handed accessory - can be used with the ARC-P1 Plasma Pistol or the Shock Baton.
Tier 3: EMP Rifle
Assault rifle outfitted with plasma bullet primary fire and an EMP pulse secondary.
Tier4: EMP Pulse Bazooka
Sends powerful blasts of EMP barreling across the battlefield. Base damage of 150 (165 with the Shockwave perk).
Tier 4: Plasma Gatling Gun
_____________________
Hey! This perk is pretty unfinished! If you have any ideas or suggestions at all to add to, change, or build upon of the ideas above - please write em up!
I had a lot of fun designing this kit, particularly the perks, but if you couldn’t tell, some of the weapons are a little... lacking in creativity. They’re fine, I came up with them just to have a placeholder weapon that synergizes with the rest of the Perk, but I think we could do better.
Above all, thanks for reading ‘n have a good one