Carceris Roboticies

W.I.S List

Select and view weapons, items and software upgrades below:

Starter Rifle

0

No bonuses.

Solar Laser Rifle

200

Shoots high powered lasers and is instantly charged by exposure to light, but will fail to fire for one turn if a light source is blocked. Grants the Battle Droid +20 to damage when equipped.

Shoulder Mounted Gatling Laser (SMGL)

1000

After hydraulic braces shoot out of the upper back of the Battle Droid and latch onto the terrain, the SMGL shoots a rapid flurry of lasers and grants +50 to damage to the equipped Battle Droid, but it must be reloaded with a Condensed Power Cell after each use.

Atomic Disruption Rifle

3000

This powerful weapon that causes a target's atomic structure to fail and takes away half of the opponent's life. It allows the team of Battle Droids to quickly dispatch an enemy, but despite this weapon's power, it cannot deliver the kill shot as it is only able to halve the enemy's current life total. It is only effective if the Battle Droid rolls a D10 for critical 8-10.

Laser Sword

1000

This weapon mounts to the arm of the Battle Droid and allows the Battle Droid equipped with this item to engage in more damaging melee combat. It grants the Battle Droid equipped with this item +50 to damage. Battle droids can only be equipped with a single Laser Sword unless an additional upgrade is purchased, see Permanent Akimbo.

Customized Melee Battle Weapon

3000

This weapons purchase allows the Prisoner to work directly with a weapons engineer to develop a custom melee weapon that grants +100 damage to the Battle Droid using it.

RAM Upgrade

50

Allows the Battle Droid to have an additional software upgrade. Unrestricted number of purchases and doesn’t count toward the limit of 3 items.

Grappling Hook

200

Allows the Battle Droid to latch onto something to climb terrain or objects. If high ground is achieved through an Action Roll, then the Battle Droid gets +10 to damage.

Nano Shell

500

This is a personal protective barrier that when activated fully engulfs the Battle Droid, hardens, does repairs, and prevents all damage for one Combat Sequence. The only downside is the Battle Droid must skip their next turn in the Combat Sequence, but they take no additional damage on the skipped turn since they are encapsulated in the Nano Shell. It can only be used once per combat, unless otherwise stated.

Rocket Booster

500

This item mounts to the back of a Battle Droid and when activated eliminates the need for the droid to roll to get within Combat Range. It does not allow the droid to fly, but instead propels the Battle Droid rapidly in a direct path toward the opponent.

Condensed Power Cell

25

Used to reload the SMGL. (Doesn’t count toward the limit of 3 items).

Light Recycler and Power Condenser

200

Upgrade for the Solar Rifle that prevents a failure to fire from no light by charging the battery off of the light emanated from the Solar Rifles own laser. It also grants an additional +10 to damage for this specific weapons system.

Adaptive Shield

1000

This item is mounted to the back of the Battle Droid and uses sensors to read incoming threats to be neutralized, giving the Battle Droid -20 to damage received.

Siege Barrier

2000

This item allows the droid equipped with it to transform into a barrier that doubles the transformed Battle Droids Durability. While transformed the Battle Droid may use the Nano Shell twice per combat sequence (if the Battle Droid has purchased the Nano Shell upgrade) until the Siege Barrier is removed. When the Battle Droid is transformed it takes 50% of all damage. Only one Battle Droid can use this ability at a time. When the player decides, then the transformation is over, and the battle droid returns to full durability and continues normal combat.

Up Armor

200

With each purchase add 100 Armor and the Battle Droid is outfitted with thicker armor plates. Limited to a purchase of three per Prisoner. (Doesn’t count toward the limit of 3 items).

Rapid Impact Hydraulics

200

Attaches to a Battle Droids arms and allows the Battle Droid to unleash a rapid flurry of punches granting +10 to melee damage.

Permanent Akimbo

1000

This upgrade allows the Melee Battle Droid to have an additional Laser Sword, but the Laser Swords are welded to the Battle Droids Hands and he cannot carry any other weapons other than the two Laser Swords.

Starter Rifle Velocity Upgrade

100

This is an attachment that goes onto the starter rifle that all Battle Droids begin with and grants a +10 to damage when equipped.

Heavy Hands

100

This item increases the weight and power of the hands of the Battle Droid giving them a +10 to melee damage.

Kamikaze

1000

After safely severing the consciousness Uplink, the Battle Droid explodes and deals 200 damage to opponents within Combat Range. This software upgrade prevents the prisoner from incurring any chip penalty due to severing the consciousness Uplink before the end of combat as long as combat ends in victory for the Battle Droids.

Red Bandana

1000

This upgrade eliminates the need for the Battle Droid to ever reload/recharge their weapons and essentially grants the Battle droid infinite ammo and +10 to damage. Only used for ranged weapons.

Born Rich

800

This software upgrade doubles the amount of chips you receive after each Daily Battle.

Power Overwhelming

200

With each purchase it adds +5 to damage. Can only be purchased 4 times.

Ctrl+F4

100

Allows the Battle Droid to voluntarily sever their consciousness up-link to safely return their consciousness to their body in the up-link center. However, this results in a loss of 200 chips. Any Battle Droid can install this software, but it is a single use upgrade and must be purchased again after being used.

System Reboot

500

This allows the Prisoner to request one reroll of the opponent before engaging in the daily battle.

Technical Mastery

2000

Allows the Battle Droid to roll an additional D10 and take the highest number from either of the dice.

Feelin’ Lucky

3000

Grants the Battle Droid one chance to reroll per combat sequence, i.e. per each of his turns.