HAP Trooper IMPLEMNTED
HAP Trooper IMPLEMNTED
HAP (Heavily Armed Personnel) troopers are elite infantries of the Humans armed with many kinds of equipments. They wield prototype plasma automatic rifle, sound device, and prototype rocket launcher that can pierce through force fields. They wear emp armor (armor that deactivates machine nearby), and intimidating uniforms with elite force insignia. The sound device can emit disturbing sounds that hurts human's ears and paralyse them.
Re: HAP Trooper IMPLEMENTED
Sounds good,but can you propose stats?
Last edited by Midonik on Tue Jun 25, 2019 7:24 am, edited 1 time in total.
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- Ravancloak
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Re: HAP Trooper
I would recommend losing the EMP armor, as what's to keep that from disabling their own weapons? Machanicized armor would make more sense, and it could increase speed of unit.
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Re: HAP Trooper
So besides the EMP armor (exo suit instead, increases their speed and attack and armors, also generates personal shield), rocket launcher (we have different unit with it), and perhaps the parlizing sound devices... Well idk, we can keep it, + we will give them some grenades, including EMP one. Cost 4, at least, depending what grenades we give them.
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Re: HAP Trooper
HAP troopers
Cost: 4
Hp: 36
Attack: 8 (50% bonus against infantry)
Actions: 2
Speed: 4 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 3
Psychical/energy/chemical armor: 2/2/2
Can capture tc, bulidable in barracks
Albitlies:
HE grenade: deal 10 damage to infantry and 24 to bulidings, reduced by physical armor, cooldown 3
Flash grenade
Stuns infantry and defensive structures for one turn, cooldown 4.
EMP grenade
Same as technicians'
The heavy armed personel (HAP) troopers are second to none infantry of humans in terms of training and equipment. They wear special exo suits that not only provides survablilty, but also increase their strenght. That makes them able to shoot with more precison, and also move faster, jump higher and makes them able to carry more. The last two enables possiblity of moving through mountains. Their laser miniguns are capable of constant fire, what makes them them deadly against infantry. They also have different types of grenades. Highly explosive one gives them a way to deal good damage to bulidings, and also infantry. The flash one makes them able to stun the infantry and defensive structures for one turn. Thanks to EMP one they can fight well against vehicles. Any of them can't be used too often because they aren't equiped with that many.
Cost: 4
Hp: 36
Attack: 8 (50% bonus against infantry)
Actions: 2
Speed: 4 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 3
Psychical/energy/chemical armor: 2/2/2
Can capture tc, bulidable in barracks
Albitlies:
HE grenade: deal 10 damage to infantry and 24 to bulidings, reduced by physical armor, cooldown 3
Flash grenade
Stuns infantry and defensive structures for one turn, cooldown 4.
EMP grenade
Same as technicians'
The heavy armed personel (HAP) troopers are second to none infantry of humans in terms of training and equipment. They wear special exo suits that not only provides survablilty, but also increase their strenght. That makes them able to shoot with more precison, and also move faster, jump higher and makes them able to carry more. The last two enables possiblity of moving through mountains. Their laser miniguns are capable of constant fire, what makes them them deadly against infantry. They also have different types of grenades. Highly explosive one gives them a way to deal good damage to bulidings, and also infantry. The flash one makes them able to stun the infantry and defensive structures for one turn. Thanks to EMP one they can fight well against vehicles. Any of them can't be used too often because they aren't equiped with that many.
Last edited by Midonik on Sun Jan 20, 2019 12:27 pm, edited 1 time in total.
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Re: HAP Trooper
Maybe we can have a version with an at gun.
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Re: HAP Trooper
Well, i have something similar to this, is in a term between exosuit and mech, something closer to those AMP from the avatar movie, one with arms and a weapon and a version with guns integrated... Probably enough for its own topic, this one reminds me of those light suits from COD advanced warfare... But I think there should be room for both.
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Re: HAP Trooper
Perhaps. We can always move that yours to reptilans with perhaps minimal changes, right? They are supposed to have more good infantry and alike.
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Re: HAP Trooper
Ok, i will make a post for them and see what you guys think.
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Re: HAP Trooper
@samuelch I think this is a nice startpoint, if you edit this a bit, they will look what you suggest.
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Re: HAP Trooper
It looks good. thanks
Re: HAP Trooper
Hm. Should they be effected by EMP? Focus on realistic point of view.
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Re: HAP Trooper
@Shyrik3244 (I thought for a sec you nick was sharik), image needed for this.
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- Shyrik3244
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Re: HAP Trooper
Aw. You draw the original suggestion. It idea has changed.
And also, you could draw a version where all the guys carry a huge railguns cannons instead of laser miniguns.
Sorry but you need to draw this. Also the armors could look better.Midonik wrote: ↑Sun Jan 20, 2019 12:25 pm HAP troopers
Cost: 4
Hp: 36
Attack: 8 (50% bonus against infantry)
Actions: 2
Speed: 4 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 3
Psychical/energy/chemical armor: 2/2/2
Can capture tc, bulidable in barracks
Albitlies:
HE grenade: deal 10 damage to infantry and 24 to bulidings, reduced by physical armor, cooldown 3
Flash grenade
Stuns infantry and defensive structures for one turn, cooldown 4.
EMP grenade
Same as technicians'
The heavy armed personel (HAP) troopers are second to none infantry of humans in terms of training and equipment. They wear special exo suits that not only provides survablilty, but also increase their strenght. That makes them able to shoot with more precison, and also move faster, jump higher and makes them able to carry more. The last two enables possiblity of moving through mountains. Their laser miniguns are capable of constant fire, what makes them them deadly against infantry. They also have different types of grenades. Highly explosive one gives them a way to deal good damage to bulidings, and also infantry. The flash one makes them able to stun the infantry and defensive structures for one turn. Thanks to EMP one they can fight well against vehicles. Any of them can't be used too often because they aren't equiped with that many.
And also, you could draw a version where all the guys carry a huge railguns cannons instead of laser miniguns.
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- Shyrik3244
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Re: HAP Trooper
The upper body seems too wide compered to the legs. And the part where he is holding a minigun gun is kinda blurry. Try to turn him a bit to his right so he holds the minigun isn't on his legs maybe.
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- Shyrik3244
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- Shyrik3244
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Re: HAP Trooper
Why is one of them having a different weapon?
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Re: HAP Trooper
That's not what I meant. One image with everyone carrying a minigun and one with only railguns (I will make two units - one anti inf, the other anti tank)
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- Shyrik3244
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- Shyrik3244
- Posts: 132
- Joined: Tue May 28, 2019 4:41 pm
- Location: Russia
- Shyrik3244
- Posts: 132
- Joined: Tue May 28, 2019 4:41 pm
- Location: Russia
Re: HAP Trooper
Sorry for not immediately. How to. The translator does not translate English into Russian
Re: HAP Trooper
That's fine. You will learn it with time. This should work thanks.
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Re: HAP Trooper
It is looking nice.
Also, can we use that first hap squad as something else? Maybe as multirole squad with overall good damage and no bonuses. I think 3 cost with a pre-request research or as mercenary unit with vanishing (2), might be ok for it.
Also, can we use that first hap squad as something else? Maybe as multirole squad with overall good damage and no bonuses. I think 3 cost with a pre-request research or as mercenary unit with vanishing (2), might be ok for it.
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- Shyrik3244
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Re: HAP Trooper
I have this question. What to do with these ???
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