I've been exploring the
beam variants being polled, and they're good enough to merit some playtesting by now. I've got proof of concept drafts using Variable Beams (the most popular) and Boosted Beams (tied for second most popular and far easier to design than the other choice). This is going to be a wordy post! You have been warned.
Before going any further let's recap what Variable and Boosted Beams looked like the last time we met them:
Beam (Variable)
The energy-based equivalent of either of the above, Beam Weapons can be laser cannons or blades made of light. Their output varies depending on how much Element G is pumped into the weapons themselves. With enough juice, they are harder to dodge and pierce the armor of targets much better than their more physical counterparts.
You may spend as much Energy as you want when using a Beam Weapon, increasing the result of the Might Test by half the amount spent.
Beam (X) (Boosted)
The energy-based equivalent of either of the above, Beam Weapons can be laser cannons or blades made of light. Their output varies depending on how much Element G is pumped into the weapons themselves. With enough juice, they are harder to dodge and pierce the armor of targets much better than their more physical counterparts.
Beam Weapons have an optional Energy cost between parentheses you can pay for to grant them an Advantage to their Might Test.
When it comes to designing Variable Beams we have to keep in mind that, even if they scale slowly, they still let you transform essentially half your Energy into Might. They give you options, and in any game with strategy elements options are powerful. To keep them at the same MP cost of other Weapons they wll need to have drawbacks, and drawbacks that hurt them at that.
A Powered Rifle user that attacks from far away can afford to safely pump everything into its damage output while a friend tanks for them, making it essentially better than an Assault Rifle. Even if it were to have something like Overheating, it would only take back a minimal fraction of how much Damage it can dish out, so it is not as simple as just slapping the first drawback you can think of on it.
The most important thing about Boosted Beams is that they are essentially two weapons in one, having a boosted and an unboosted state. You can spend energy for a powerful attack, or not spend any for a weapon that is a bit weaker than average, this is both a blessing and a curse when it comes to designing them. At least in theory.
In practice high energy costs would almost never be worth it. Let's take Radiant Fist (as you know it) but at a cost of 4 or 5 optional Energy. Not only is all that Energy not really worth a single Advantage, but without the Energy cost then it is basically a better Zweihander. A straight adaptation was not going to be possible here either.
We have a total of ten weapons to rewrite. Taking these issues into account... How hard can it be?
From Concept to Gameplay
Of our ten weapons some can be adapted very easily and others... Not so much. Let's go over them in alphabetic order.
Beam Rifle: This one is easy, since I wrote up both examples last week. Let's move on.
Beam Saber: See above. We have two of eight in the bag, hopefully the rest will be just as easy.
Charge Cannon: This is our first bump in the road. A Variable Charge Cannon needs a considerable drawback or else it becomes a Rail Bazooka that can also fire continuously if it needs to. A Boosted Charge Cannon has similar issues on top of being conflictive from a conceptual standpoint, because you can power it up with energy
and with an Aim Action, with both powerups having different effects.
Grand Weapon: A giant weapon that hits for a lot if you spend more energy to make it even stronger. This is already a thing that Variable and Boosted Beams do by themselves so it doesn't have much of a place anymore. It could keep a similar role by being more efficient about the Energy to Might ratio but that is going to need a considerable drawback if it is not going to be massively overpowering.
Infinite Blade: This one is relatively simple to adapt, though it will take a little bit of tweaking. The Variable version can grant a Range bonus based on the amount of Energy spent to power it up. Likewise, the Boosted version would have a Range bonus if you were to pay the Energy cost.
Incinerator: As easy as it gets to adapt outside of the Saber and Rifle. Both versions only really need a drawback to compensate for the Weapon's extra ability. Overheating is the perfect choice, making sense conceptually (this
is a giant flamethrower we are talking about) and mirroring how it can hit foes more than once.
Lux Cannon: See Grand Weapon. Finding this one a role is going to be specially hard considering that Shooting Beams are more convenient than their Melee siblings. Both of these might need a total rewrite or outright replacement.
Powered Rifle: Like the Incinerator, this one only needs a drawback to keep it from being always better than the Assault Rifle. Slow is the obvious choice - it makes sense that a long range beam cannon would need a moment to recharge. That it stops Powered Rifle users from being absolute kings and queens of long range shootouts is a nice bonus
Radiant Fist: Radiant Fist can afford to have its own custom rules because it is a big flashy supermove. But at the same time, I'd like to keep things simple and not make it overpowered. The Variable version is probably strong enough, while the Boosted version could afford to be a little stronger when powered up.
Reactor Overdrive: At the risk of repeating myself a lot, this one is in a similar position to Radiant Fist (see if you spot the pattern) just with the balance issues that you have to keep in mind when it comes to Shooting Beams. The ability to choose whether to hit one or multiple enemies is a powerful one, and I can't just give it Slow because that basically doesn't do anything, so this is going to force me to get creative with drawbacks. Keeping this one from having too much rules text will be the biggest challenge.
Infinite Blade and Charge Cannon were going to need a tweak. The former would have its maximum range toned down because I'm not letting a Melee weapon that costs 5 MP outreach the grand majority of Shooting ones, even if it costs a few Energy points to do so. Charge Cannon could continue to exist as the gun that you can charge up for an area of effect attack, but giving it a relevant drawback (like Slow) would conceptually make it lose its 'continuous' firing mode. A name and description change (while keeping them more or less the same weapons otherwise) might be in order.
While I could adapt Grand Weapon and Lux Cannon, I'd rather set them aside and come up with something new instead of being redundant. Its not like we couldn't use more weapon variety! The departure of Grand Weapon and Lux Cannon leaves us at a loss of Beam weapons that are bigger and badder than the others while also being repeatable. I don't have to make Weapons that hit harder than the others though, they just have to
feel like they're stronger.
I ended up going conceptually with 'huge blade that chops limbs off' and 'a gun that is actually two guns' under the names of Beam Ripper and Double Blaster. The former works for anything big like axes or scythes. The latter suits double barreled rifles and shoulder mounted cannons.
Gundam: Your #1 inspiration for beam weapons in all shapes and sizes
Weapons of Assault and Battery
I touched up the descriptions of Beams a little. The only thing really worth mentioning is that 'boosting' a beam is now a verb.
Beam (Variable)
The energy-based equivalent of either of the above, Beam Weapons can be laser cannons or blades made of heated particles. Their output varies depending on how much Element G is pumped into the weapons themselves. With enough juice, they are harder to dodge and pierce the armor of targets much better than their more physical counterparts.
You may spend as much Energy as you want when using a Beam Weapon, increasing the result of the Might Test by half the amount spent.
Beam Saber (Variable)
Melee Weapon (5)
Effect: Beam.
A favorite for its low energy consumption, solid armor-piercing power, compact size and overall practicality. Mass produced and made standard issue for most factions.
Beam Rifle (Variable)
Shooting Weapon (5)
Effect: Beam.
Cheap to produce and easy to use, it makes a great all-purpose Weapon if you can get around its craving for energy.
Beam (X) (Boosted)
The energy-based equivalent of either of the above, Beam Weapons can be laser cannons or blades made of heated particles. If you pump Energy from your Mecha into them, they are harder to dodge and pierce the armor of targets much better than others.
Beam Weapons have an optional Energy cost between parentheses, you can boost them with an Advantage to their Might Test by spending that much Energy. You can boost a Beam Weapon once per Action.
Beam Saber (Boosted)
Melee Weapon (5)
Effect: Beam (3).
A favorite for its low energy consumption, solid armor-piercing power, compact size and overall practicality. Mass produced and made standard issue for most factions.
Beam Rifle (Boosted)
Shooting Weapon (5)
Effect: Beam (3).
Cheap to produce and easy to use, it makes a great all-purpose Weapon if you can get around its craving for energy.
Okay so we already saw these last time, but I'm including them for the sake of completeness. Let's get to the good stuff.
Incinerator (Variable)
Melee Weapon (5)
Effect: Beam, Overheating. Passing the Might Test with this Weapon will inflict the effects of Extreme Terrain on Enemies during their next Turn.
Someone just had to devise the equivalent of a giant flame-thrower, giving birth to the best friend of terrorist organiza-tions that own giant robots.
Infinite Blade (Variable)
Melee Weapon (5)
Effect: Beam, Slow. This Weapon's Maximum Range is twice the Energy spent on it.
This weapon's length is theoretically infinite. The only thing keeping it from reaching the moon is that most Gears just do not have the power to make that happen.
Powered Rifle (Variable)
Shooting Weapon (5)
Effect: Beam, Long-Range, Slow.
A Weapon for providing support fire at long distances, combining accuracy with penetration power. It can pierce through all but the most heavily armored of foes if you take a moment to align the sights.
Mega Beam Cannon (Variable)
Shooting Weapon (5)
Effect: Beam, Slow. If you take the Aim Action with this Weapon before firing it gains the Blast ability.
An oversized cannon that can blast multiple targets with one pull of the trigger. If given a moment to charge, its explosions will level buildings and outright vaporize infantry.
Incinerator (Boosted)
Melee Weapon (5)
Effect: Beam (3), Overheating. Passing the Might Test with this Weapon will inflict the effects of Extreme Terrain on Enemies during their next Turn.
Someone just had to devise the equivalent of a giant flame-thrower, giving birth to the best friend of terrorist organizations that own giant robots.
Extending Blade (Boosted)
Melee Weapon (5)
Effect: Beam (4). If you boost this Weapon, its Maximum Range becomes 10 for this activation but it gains the Slow ability for this activation.
This weapon's length is theoretically infinite. The only reason it doesn’t go farther than it currently does is because they just haven’t figured out how to keep the excessive output from breaking the device itself.
Powered Rifle (Boosted)
Shooting Weapon (5)
Effect: Beam (3), Long-Range, Slow.
A Weapon for providing support fire at long distances, combining accuracy with penetration power. It can pierce through all but the most heavily armored of foes if you take a moment to align the sights.
Charge Cannon (Boosted)
Shooting Weapon (5)
Effect: Beam (4). If you boost this Weapon, it gains the Blast ability for this activation but you do not regenerate Energy during your next Turn.
A portable, pistol-shaped beam cannon with two different firing modes: Continuous and Charged. Continuous fire provides an accurate, consistent supply of firepower. The Charged mode can blast multiple targets with one pull of the trigger but will force your systems to go into cooldown for a moment afterwards.
Old friends with new faces! Their descriptions are mostly the same with some concessions here and there to adapt them in a way that works. The Incinerator risks taking Damage in the same way that it has a chance of dishing out extra points, and the Powered Rifle is made Slow to basically mirror the Sniper Rifle. Extending Blade and Mega Beam Cannon are obviously slight tweaks to Infinite Blade and Charge Cannon, but adapted to their corresponding Beam mechanic. Now let's have a look at the finishers!
Radiant Fist (Variable)
Melee Weapon (5)
Effect: Beam, Technique, Overheating. When using this Weapon you add all the Energy spent to the result of the Might Test instead of halving it but you do not regenerate Energy during your next Turn.
The ultimate in close range finishers, the unit’s hands are equipped with an extremely damaging system, from electric colliders to a radiation pulse that glows with an awesome power.
Reactor Overdrive (Variable)
Shooting Weapon (5)
Effect: Beam, Technique, Overheating. If you take the Aim Action with this Weapon before firing it gains the Long-Range ability and attacks all Zones within Range in a straight line aimed in a direction of your choice. After using Reactor Overdrive you do not regenerate Energy during your next Turn.
You overload and expose the Gear’s generators redirecting the power surge towards outside rather than your own systems. The process may cause lasting damage to your own machine, but the brutal energy blast released is much more certain to do even worse for whoever is on the receiving end of it.
Radiant Fist (Boosted)
Melee Weapon (5)
Effect: Beam (6), Technique, Overheating. If you boost this Weapon, it gains an additional Advantage to its Might Test for this activation.
The ultimate in close range finishers, the unit’s hands are equipped with an extremely damaging system, from electric colliders to a radiation pulse that glows with an awesome power.
Reactor Overdrive (Boosted)
Shooting Weapon (5)
Effect: Beam (6), Technique, Overheating. If you boost this Weapon, it gains the Long-Range ability and attacks all Zones within Range in a straight line aimed in a direction of your choice for this activation but you do not regenerate Energy during your next Turn.
You overload and expose the Gear’s generators redirecting the power surge towards outside rather than your own systems. The process may cause lasting damage to your own machine, but the brutal energy blast released is much more certain to do even worse for whoever is on the receiving end of it.
The Technique duo of Radiant Fist and Reactor Overdrive did not change all that much. They're very strong and might even require toning them down a little, but being expensive and more or less single use means it should work out fine. Now let's pay a visit to the new kids on the block and offer them a cup of sugar. Is that still a thing? It sounds so weird to someone who knows people they've only met over the internet better than their neighbors.
Beam Ripper (Variable)
Melee Weapon (5)
Effect: Beam, Slow. You choose which Areas this Weapon Maims
The Foundation's 'Beam Rippers' are giant beam weapons taking the shape of axes, scythes or other similar oversized blades. They are unwieldy devices that eat Element G like breakfast, but prove invaluable when it comes to subduing Cryptids. Chopping the key body parts of giant regenerating monsters turns out to be pretty useful when you're trying to capture them alive.
Double Blaster (Variable)
Shooting Weapon (5)
Effect: Beam, Overheating. When using this Weapon choose one option of either adding all the Energy spent to the result of the Might Test instead of halving it or attacking two Enemies instead of one, you gain the chosen ability for this activation. After using Double Blaster you do not regenerate Energy during your next Turn.
A double barreled beam weapon that can be split into two separate rifles, making it as good as two guns in one. It is not just versatile but powerful, perhaps too powerful for its own stability, tending to overload and self destruct after consecutive uses.
Beam Ripper (Boosted)
Melee Weapon (5)
Effect: Beam (5). If you boost this Weapon, then you choose which Areas it Maims for this activation.
The Foundation's 'Beam Rippers' are giant beam weapons taking the shape of axes, scythes or other similar blades. They are unwieldy devices that eat Element G like breakfast, but prove invaluable when it comes to subduing Cryptids. Chopping the key body parts of giant regenerating monsters turns out to be pretty useful when you're trying to capture them alive.
Double Blaster (Boosted)
Shooting Weapon (5)
Effect: Beam (5). If you boost this Weapon, choose one of having an additional Advantage to the Might Test or attacking two Enemies instead of one, you gain the chosen boost plus the Overheating ability for this activation.
A double barreled beam weapon that can be split into two separate rifles, making it as good as two guns in one. It is not just versatile but powerful, perhaps too powerful for its own stability, tending to overload and self destruct after consecutive uses.
They're powerful alright, but you cannot carelessly spam them so you have to juggle between different Weapons. Double Blaster in particular is very strong, and if you alternate between Aiming and Attacking with it you maximize its strength while minimizing its drawback... But a foe can alternate between Attacking and Maneuvering to counter you, or ruin your key Turns with a well timed debuff to your Energy.
(Incidentally, Support options could afford a slight buff to make sure this is a viable counterstrategy for longer than 2-3 Rounds. I'm on it.)
Particular care was taken with the Shooting Beams to ensure they are
competitive with the other firearms. Powered Rifle would let you shoot
+2 Beams from waaay in the distance with impunity if it weren't Slow,
but keeping it from firing consecutively lets Assault Rifle keep its
niche as a constant source of Damage. You could make a similar argument
for Extending Blade as well, and these both play pretty well together if
you alternate between using one and the other. The Mega Beam Cannon,
Double Blaster and Reactor Overdrive can shoot multiple targets but
complicate things for you in your next Turn and two of them have a
strong kickback. Rail Bazooka has better Range and doesn't do a number
on your reserves, while Riot Weapon can be repeated with ease.
The Glittering Crux of the Matter
This is a proof of concept draft. The numbers could be off, but they seem reasonable after some examination. I will be playtesting these on my own to see whether they work better or not. If you choose to do the same, tell me how it goes.
Tuning up (or down) the rest of the armory would bring all Weapons more or less in line. Dueling Blade goes down, while the Electro-Sapper Pods go up. I won't be changing them much, just enough to keep their power level close to each other and one option does not outshine the rest. I don't want to be rewriting stuff from scratch, I'd rather tweak what is already there. Beams are an exception that I'm willing to experiment with to see if it works.
I don't think it is possible to have a game where all options are
perfectly balanced with each other, not if we want something with more
nuance to it than Rock Paper Scissors, but I can definitely craft a wide
variety of strategies that all are more or less useful depending on the
kinds of challenges you face.
If this goes well I'll be doing more posts in the future about stuff I'm testing out and not just the end result of said testing.