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Discuss the Heavy Metal War game, report bugs, challenge opponents, and talk some smack! Play the Heavy Metal War game here.

Postby DISCHARGE » Mon Feb 12, 2007 1:02 pm

Motto: "AnTagony IS the PitS. MoVe ALonG WoRMs. THis WarS NOT gOnNa WIN iTSelf!"
Weapon: Front-Mounted Anti-Matter Projector
The dominatrix might.
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Alt Mode: Variable Weapon Interface - Stationary and Mobile
Firepower: 10+

Postby Uncrazzimatic » Mon Feb 12, 2007 1:52 pm

I dunno, its hard to have fun with floppy appendages.
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Postby DISCHARGE » Mon Feb 12, 2007 2:17 pm

Motto: "AnTagony IS the PitS. MoVe ALonG WoRMs. THis WarS NOT gOnNa WIN iTSelf!"
Weapon: Front-Mounted Anti-Matter Projector
Well, the dom is more into the torture than the carnal act.
I guess were not all into sensory deprivation.

Magnet 'Sticky' Bombs:
Once activated and lobed at the target,bouncing and rolling, they magnetically attach to metal targets, triggering the explosion. Bombs will not explode unless they are armed and magnetized giving them a safety feature.

"We thought their aim was off, boy were we wrong."
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We., cest la'vie.......

Postby Mighty Scorponok » Fri Mar 30, 2007 10:23 pm

Or something like that......
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Postby Dr. Caelus » Mon Apr 30, 2007 8:32 pm

*BUMP*

Though the first armory thread was lost in the board wipe we still have this one.
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Postby Supercollider » Tue May 01, 2007 3:10 am

Motto: "Embrace your inner geek, the geek will inherit the Earth!"
Weapon: Glass Gas Gun
Caelus wrote:*BUMP*

Though the first armory thread was lost in the board wipe we still have this one.

Ahh, That was the thread I was looking for!!
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Postby steve2275 » Tue May 01, 2007 3:47 am

Motto: "it may not get better
but it wont get any worse"
Tammuz wrote:Laser Guided Missiles
laser guided missiles require a laser marker to follow to there target, without them these missiles are useless, however when they do hit they do heavy damage to a single target
Properties;
Laser guided missiles can only be fired once a target has been hit with a laser marker, they do incredible damage and have a recharge of approximately 3 minutes. accuracy is not speed dependant, they do not miss, however they can be avoided
Requirments; 5 frp
Cost;€100,000

we already havethe sword at 10 2 :lol:
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Postby Tammuz » Tue May 01, 2007 3:59 am

steve2275 wrote:
Tammuz wrote:Laser Guided Missiles
laser guided missiles require a laser marker to follow to there target, without them these missiles are useless, however when they do hit they do heavy damage to a single target
Properties;
Laser guided missiles can only be fired once a target has been hit with a laser marker, they do incredible damage and have a recharge of approximately 3 minutes. accuracy is not speed dependant, they do not miss, however they can be avoided
Requirments; 5 frp
Cost;€100,000

we already havethe sword at 10 2 :lol:

and?

they feed in with the other weapon, it's an idea that spans across onto group tactics, and a more co-operative form of play, both weapons in my inital post are useless with out the other, meaning two or more people have to work together(i know this is strange consept for you autobots).

one person needs the laser marker so the misslies will hit and the others need a missiles so the painted target can be hit. hell you could extend it to Divebomb's sword too.
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Postby steve2275 » Tue May 01, 2007 4:19 am

Motto: "it may not get better
but it wont get any worse"
Tammuz wrote:
steve2275 wrote:
Tammuz wrote:Laser Guided Missiles
laser guided missiles require a laser marker to follow to there target, without them these missiles are useless, however when they do hit they do heavy damage to a single target
Properties;
Laser guided missiles can only be fired once a target has been hit with a laser marker, they do incredible damage and have a recharge of approximately 3 minutes. accuracy is not speed dependant, they do not miss, however they can be avoided
Requirments; 5 frp
Cost;€100,000

we already have the sword at 10 2 :lol:

and?

*unicron* and nothing
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Postby Dr. Caelus » Tue May 01, 2007 9:14 am

We need some armor for the beast alts:

Titanium Scales

Reflective Scales

Reinforced Exoskeleton

Ablative Fur

Deflection Feathers

Prismatic Feathers

Nanoweave Hide
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Postby OTAGO » Tue May 01, 2007 9:19 am

Caelus wrote:We need some armor for the beast alts:

Titanium Scales

Reflective Scales

Reinforced Exoskeleton

Ablative Fur

Deflection Feathers

Prismatic Feathers

Nanoweave Hide


you Caelus is the man!!!
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Postby Dr. Caelus » Tue May 01, 2007 12:34 pm

I'm going to cheat and throw out some weapons I've used in writing bios:

Weapons for Knight Hawk's bios:

Diesel Prime -
His Variable Dimension Energon Axe transforms to fit his needs at any given moment, capable of becoming a one-handed hatchet, a two-handed broad-axe, a pole-axe, or a halberd. It even has micro-replusors, which allow it to return to Diesel Prime after being thrown as a discus-like weapon.

Omega Knight Hawk -
His gatling cannon is equipped with Nullburst Rounds. These rounds release a burst of electrons on impact, causing numbness and even paralysis wherever they hit.

Omega Knight Nova -
Nova carries a Neutronium Electron Scimitar for close combat, a weapon that emphasizes speed and skill over raw power. The nearly two dimensional Neutronium blade is far stronger than it looks, and the free electrons it releases when it strikes an enemy causes a great deal of secondary damage.

Omega Knight Thrust -
Since being knighted, Thrust has had his wing mounted VTOL fans reconfigured to transform into Energized Tojo Blades in robot mode.

Omega Knight Rotor -
Unlike most medics, Rotor has no compunctions about cutting down an enemy with his Rheanimum-Laced Double-Bladed Rotor Sword in order to save a friend or accomplish an objective.

Seismic Foreshock -
In robot mode he wields a pair of custom built semiautomatic pistols that can fire depleted uranium sabot rounds as well as more traditional ammunition. His phenomenally damaging pistols would be difficult to control and eat up a lot of ammo if used improperly, but Seismic Foreshock is such a well disciplined soldier this is not an issue.

Razor Talon -
His keen eye-sight also makes him a deadly sniper when he uses his custom-built gauss rifle, which uses magnetic accelerators to silently propel ferric rounds at near-relativistic speeds. He is also a master in the use of various knives and energon stilettos.

Thunder Slash -
Thunderslash defends himself with a strobe-gun, which blasts a very specific, complex pattern of intense light flashes at enemies, and actually downloads a computer virus through their optics. He also carries similarly designed strobe-grenades. The virus initiates stasis-lock, deletes recent memory files, and then begins aggressively destroying any other files it can corrupt before being purged, a process that comes with the risk of the virus infecting the CR chamber the hapless Decepticon has been placed in.
Last edited by Dr. Caelus on Tue May 01, 2007 2:28 pm, edited 1 time in total.
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Postby Dr. Caelus » Tue May 01, 2007 12:41 pm

Weapons for Battlestar's bios:

Air Ravager -
His most devastating weapon may be his Energon Seeking Missiles. They are a dogfighter’s worst nightmare, with a maximum range of 30km and a an amazing flight speed of Mach 3!

Binal Cruise -
The key to his success is his Exponential Mass Effect Inducer; the same system that allows him to negate the effects of gravity on his own body can be used to exponentially increase gravity’s pull on enemies. This gives him an amazing advantage against larger transformers, whose bodies are unable to hold up to the dramatic increase in mass. Smaller Transformers are less susceptible to the effect of his gravity altering abilities. Binal Cruise must have physical contact with his enemy to use his Exponential Mass Effect Inducer on them.

Blast Master -
His Recoiless Rifle fires high velocity Sabot Rounds that can ventilate almost any Autobot.

Doom Surge -
Doom Surge is able to fire electromagnetic pulses from his wrists that damage and stun other Cybertronians. He is even able to supercharge his EM Blasters to fire a single powerful shot which will bring most Autobots near stasis lock. Firing a fully charged blast from his EM Blasters drain his batteries almost completely, and can even damage his own systems with the electromagnetic backwash

Omnishot -
In robot mode, he operates as a sniper, with his variable frequency laser rifle melting through individual targets.

Road Fiend -
He carries a light laser carbine for self defense, which mounts in his bed in truck form.
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Postby Dr. Caelus » Tue May 01, 2007 12:50 pm

Weapons from Veep's Bios (many should be credited to him)

Venomous Prime -
He is able to channel dark energy from the Venom Matrix at enemies, inflicting terrible pain in their sparks. The Venom Matrix allows him to transform consenting Cybertronians into disciples of Unicron.

Bleeding Star -
His most powerful weapon is his ‘Gaze of Despair’. By locking optics with another bot, he can draw all of their negative thoughts, doubts, and bad memories to their conscious mind, impairing or even shattering their will to fight.

Elixir Prime -
His Kaon Zero-Matrix (or KO-Matrix), created by Shockwave, is not capable of creation or destruction per se; its energies warp reality when unleashed, skewing probabilities and bending the forces of entropy. He can channel this energy in bursts through his hands.

Dyno Maximus -
Dyno Maximus is equipped with a gravitic generator, allowing him to unconsciously alter his own mass-effect, increasing the impact of his blows, and making him virtually impossible to move. He can channel gravitic fluctuations through his main cannon in robot form or his vehicle form with a range of 1km in vehicle form. The weapon tears his targets apart painfully as the rapid gravity fluctuations violently contract and expand the matter they pass through.

Grunge -
A master of infiltration, Grunge can get his team into anything. He carries an advanced kit of lock breakers and hacking systems, but when all else fails, he resorts to his nucleon plated incisors. Powered by crystal-hydraulics, his teeth can chew through a foot of carbon steel in less than a minute. Grunge can infect enemies with a potentially deadly virus carried by nanoparasites in his fur.
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Postby Dr. Caelus » Tue May 01, 2007 2:27 pm

These are the last I'll pull from my archived bios:

Cognitive Construct -
His function demanded fine dexterity and coordination though, so his hands and optical sensors were upgraded accordingly. To protect his fragile manipulators in combat, he uses a pair of retractable ‘brawling gloves’.

Ontos -
Ontos transforms into a Recoilless Rifle Tank, a treaded light armored vehicle with six 106mm recoilless rifles mounted on to the chassis. A High Explosive Anti-Tank (HEAT) round from one of the rifles can pierce up to sixteen inches of armor. In robot mode, the rifles combine to form a Recoilless Six-Barrel Gatling Cannon.

Cruellock -
He is armed with a fusion powered flamethrower which projects from his mouth. It fires in a spread in dragon mode and in a coalesced blast in robot mode.

Ragnarok -
Unique Zero-Point Energy Vacuum Generator powers all of his systems and charges the capacitor for his primary weapon, a Zero Point Energy Cannon. When fired the weapon unleashes a two second burst of compressed energy. On impact the energy is transferred into the target, overloading it at the Atomic scale, breaking the atomic bonds, and effectively disintegrating it as the energy is explosively released.

Hadn't realized until now how few of my characters have unique weapons. Most are just described as carrying convential weapons. Anyway, additionally:

Voyeur -
His “optical bazooka” fires an intense beam of electromagnetic energy which can punch through light armor easily, and is excellent for blinding enemies, illuminating targets, and signaling for help. His bazooka lacks the higher spectral range and sheer power of Shockwave’s built-in electromagnetic weapon system. Furthermore, he often fires prematurely, and frequently wastes energon practicing on targets out of combat. This, coupled with the weapon's very long recharge cycle, often leads him incapable of performing in battle.

Bouncing Betty -
Her integrated "girdle of immasculation" releases a burst of high velocity U238 ball-bearings from a series of compartments mounted around the circumference of her waist.
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Postby Elcor » Tue May 01, 2007 2:36 pm

Low-Rad 1 Megaton Proton Bomb

A weapon of last resort, this device is triggered when his wielder's life is beyond 20% and no friendly mechs are around. It deals equal damage to everybody in the vicinity... including the wielder himself.

With a single mighty explosion it turns a defeat into a draw where no one is left standing...
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Postby Dr. Caelus » Tue May 01, 2007 3:47 pm

Ferromagnetic Armor - A magnetic field generator is installed in the transformer, as well as a store of iron filings. When activated, the filings are released and coalesced into a nebulous cloud around the Transformer. The density and size of the cloud can be varied to some degree. The suspended iron can prematurely detonate impact-triggered warheads, scatter laser blasts, and disrupt target locks. Since it has the potential to deal mild damage to TFs that come within the user's personal space and disrupts the users own ranged combat abilities, the Ferromagnetic Armor is besst used by melee warriors. The magnetic field generator can be upgraded to manipulate up to 10 tons of iron filings.

Req: Intel 2 (to actually operate this nonpassive armor), and Rank 5.


Point Laser Defense System - Transformers have multiple laser emitters installed in their structure and interfaced with a highend sensor suite. The sensor suite detects incomming projectile attacks and intercepts them with powerful laser beams. Up to 10 laser emitters can be installed for maximum coverage. The laser emitters cannot block or intercept melee or energy attacks. They can be used as a weapon in an act of desperation - when surrounded, the bot can activate all lasers simultaneously, searing opponents in all directions. This provides little more than a distraction though.

Req: Rank 7, Firepower 4
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Postby Archanubis » Wed May 02, 2007 10:46 am

Motto: "Don't take life too seriously or you'll never get out of it alive."
Weapon: Lightning Rifle
I looked through my team to see what "unique" features they had. Here's a list I've what I found, as well as what they do.

Buster Claw - A set of three long, serrated blades set on a rotor at 33 degree angles from each other. These powerful blades will slice through all but the toughest armor; perfect for cutting through the wings of low flying aircraft. These can double as drills when the rotor is moving and can be charged with laser energy for an extra boost in damage capability. Northclaw carries a pair of these weapons on his back for melee combat and are mounted on articulated arms so they can be aimed in any direction.

Buzz-Saw Shuriken - Main melee weapon for Novacula, this is an adaptation of the subject's main rotary blades. Acts like an aerial buzz saw when thrown, cutting through most light to medium armored targets. Can be damaged if it impacts targets with heavier armor.

Charged Particle Cannon - Powerful energy weapon that can destroy large targets, even at high altitudes, and even severly damage heavily armed targets. It's as powerful as a Black Hole Tap Fusion Cannon, but doesn't place as much strain on the user's systems. It has a slow charge time and a recoil so severe that special safeguards, such as a bracing system, must be in place for its effective use on small units. Otherwise, the weapon is only truly effective on a large-scale unit (think Trypticon sized). Northclaw carries three such weapons, one in the mouth of his beast mode and two in the Buster Claw assemblies.

Electromagnetic Net Rocket - Projectile weapon that holds a metal net in the tip. When the net is deployed, it wraps itself around the target and emits a close range EM pulse, disrupting and potentially damaging internal electronics. Stasis lock can occur depending on the damaged status of target and how severly entangled said target is. Weapon is known to be currently used by Kumiho.

Homing Torpedo - Explosive underwater projectile that locks on and tracks target using the opponent's unique sonar signature. Uses an ion-engine for propulsion and thus can lso be used as dumb rockets in above-surface combat. Used by Sea Wolf.

Infrared Search and Track System - Allows for passive detection and tracking of targets using infrared beams without giving away the user's position. Used by Darkwylde and Wingshadow.

Laser Chainsaw - A shark-toothed saw capable of cutting through all but the toughest armor. Can be charged with plasma laser energy to inflict more damage. Main close-range weapon of Sea Wolf.

Omni-Directional Force Field - Northclaw's primary defensive system, the generators for this field are located in the rotor assembly of his Buster Claws. The field can be erected so it just covers his front, back, either flank, or all 360 degress of his frame. Exceptionally strong, can withstand the impact of three charged particle cannons with little to no loss in power. Loss of one Buster Claw reduces field's effectiveness to 1/3 of total power.

Razor Tail Whip - A special whip made from special alloys with an edge honed to a sharpness beyond that of a razor blade. Is able to slice through a target as tough as an A1A2 Abrams tanks like a scythe through wheat. Weapon makes up tail of the unit Lohikaarme in beast mode, converts to hand-held weapon in robot mode.

Sensor Absorbant Material - This special composite material makes up the outer skins of Archanubis and Novacula. The material abosrbs incoming electronic sensor transmissions, reducing the return signal significantly, making them appear much smaller than they actually are. Not entirely effective against IR detection systems.

Spark Seeking Missile - A missile system favored by Novacula and Wingshadow, it is considered the ultimate in "smart" weaponry. Missile locks on to the unique spark signature of an opponent and tails it until impact or the missiles runs out of fuel. Equipped with thrust-vectoring nozzles for maneuvering. Cannot be fooled and is nearly impossible to dodge; best tactic is to run at top speed and hope the missile runs out of fuel before it catches up.

Venom Foam Shell Cannon - Air-powered cannon that fires hollow impact penetration shells filled with foam cybervenom. Foam is capable of buring through light armor and force electronic systems to surge out of control, causing temporary paralysis in the victim. This is Venomstrike's primary weapon.
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Postby Dr. Caelus » Wed May 02, 2007 5:00 pm

Here's a weird one for y'all:

Famine Field - This is a field projected around the Transformer that slowly vaporizes the Energon flowing through other nearby Transformers and draws the vapors to him.

The emitter for this field has 4 "upgrades", each requiring an additional 2 Strength to install. (In other words, unlike other armors, the Famine Field Projector must be installed in 2 ton intervals.)

Functionally, the emitter adds 1% to the damage inflicted by any successful attack against any Transformer, friend or foe, in a mission with the field's user. With all four upgrades (requiring 10 Strength) this value increases to +5% damage per attack. Normally, the emitter also deducts 1% of damage dealt to the user. If fully upgraded though, the emitter reduces the damage dealt to the user by -1%/other bot in the mission. This value is not modified by upgrades.

At full power, the emitter is a dangerous offensive/defensive system, especially in massive melee. A bot wearing all 4 upgrades in a 10v10 mission would take 18% less damage from every attack dealt to him.

The emitter is balanced by the high strength requirement to unlock this feature, its high Rank requirement, and its prohibitive cost and install time.


Summary of Requirements:

9 Rank
(10 Strength for Special Feature)
Install Cost: 300,000 Energon for intial installation; 210,000 Energon per each of the four subsequent upgrades.
Install time: 6 hours for initial installation, 4 hours for each of the four subsequent upgrades.
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Postby Dr. Caelus » Tue Jul 17, 2007 9:58 pm

And now, for something completely different (bear in mind that these descriptions don't necessarily have anything to do with how th weapons will work in the game. These are for "Entertainment Purposes Only"):

Electric Cannon

A common heavy weapon on Cybertron, it launches bursts of electricity similar to "Ball-Lightning". The orbs of electricity travel slowly relative to traditional projectiles, and dissipateover long distances. They are also drawn to grounded conductors, both a strength and a weakness of the weapon.

Energon Axe

Though many might regard it as simple, the Energon Axe and its ilk can be quite complicated. The Energon Axe and similar implements are melee weapons grown from crystallizing Energon, which allows them to disrupt shielding and do phenomenal damage when they breach an opponent's armor. Most amazing though, is that once the basic lattice structure of the crystal has been established, the weapon can be 'ungrown' or "de-energized" for safe storage, prepared to be reignited later using the wielder's own energon reserves.

Lightning Rifle

A powerful capacitor in the Lightning Rifle allows it to discharge a burst of electricity at a nearby target. The electricity travels in an arc toward the nearest conductor in its cone of fire and can then 'chain' to other nearby targets. This weapon can be difficult and dangerous to use.

Direct-Current Electrical Laser

The D-CEL is effectively a much safer and more accurate version of the traditional Lightning Rifle. It fires a high-amplitude, low-frequency laser beam which heats the air enough to create a conductive plasma trail. The burst of electricity released a half-second later follows the the faint plasma trail until it dissipates or strikes a target.

Photon Rifle

"Photon Rifle" is a somewhat misleading name. It does indeed fire photons - in the form of a laser beam - but the difference between the "Photon Rifle" and a "Laser Rifle" is marginal, as "Photon" is simply the brand name of the weapon! Photon Weapons Co. produces a wide range of laser-based weapons including pistols, rifles, cannons, missiles, and even torpedoes. Their products tend to be of slightly better quality that the generic equivalents, but mostly the company relies on brand-name recognition, attractive factory warranties, and the promise of readily available parts to make sales.

Photon Displacer Rifle

The Displacer Rifle represents the high-point of Photon's foray into holographics. At its base it is just a standard laser rifle, but a compact computer and a special barrel attachment allow it to be used as a holographic projector as well. The the images it produces are fairly limited, they have proved useful in creative hands. Since it remains an effective laser rifle in general, many units like to keep one in their inventory on the chance that it might come in handy.

Photon Eliminator Rifle

Photon's deluxe version of its standard rifle includes upgraded power-cells, improved optics, and a superior cooling system. It's everything the successful Photon Rifle is, but more. Unfortunately, it also demands more rigorous maintenance to keep its sensitive cooling systems running and its complicated optics clean of dust and moisture. Nevertheless, it remains a top choice among professionals who have the discipline to properly maintain their equipment. It is excellent for combat in cold, dry areas with little dust, making it a favorite among Zero-G Hard-Vacuum space warriors.
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