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SAM

 
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khaibar
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Joined: 14 Dec 2007
Posts: 1141

PostPosted: Mon Oct 07, 2013 9:20 am    Post subject: SAM Reply with quote


SAM
Situation Adapting Missiles, or SAM for short, is an ingenious invention by an unknown mastermind being tracked down by both UF and RC. Not only does it increase the range of missile weapons, SAM allows instant modification of the warhead payload delivered by all missile weapons on board.

CE Factor: Adv 1.2

- + 1 - 1
- All missile weapons become SEMP (150% damage to shields 75% damage to armor).
- SAArm Warheads (CD: 1) : SEMP become SAArm (150% damage to armor 75% damage to shields)
- SEMP Warheads (CD: 1) : SAArm become SEMP (150% damage to shields 75% damage to armor)

The new weapon types SEMP and SAArm have the same effect as EMP and AArm, the new names are for simplicity and to prevent bugs (affecting sabot missile launcher)

and again, salvage only

Initially i was going to add 'when switching weapon types, unit does 0 damage this turn' but then no one would use.
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wannabe121
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Joined: 29 Jun 2006
Posts: 1502
Location: Estados Unidos, Indiana

PostPosted: Mon Oct 07, 2013 11:14 am    Post subject: Reply with quote

+1
_________________
Dogg1000 wrote:
olla wrote:
... Much better than nukes, that's too North Korean IMHO.
If these nukes are north korean, implement them anyway. They wont get 3 squares before tripping on a rock and turning into salvage.
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