New Weapons and Rules for the Machines

We have a good pack of Machines with different Weapons they use against us. Each one much more dangerous then the other. But as a resistance, you already know how to engage them and FNIX has pretty much more difficulties to wipe you out then you by defeating his Minions. What if the Machines was much more versatile then in the Game? And how could they do his rule or how they would engage us? Here are some Ideas from me. You are welcome to share your Ideas with the Community and leave a like what kind of Idea interest you.

Runner: Fast and agile they can go very fast from a to b in to the next location to trying to flank you. Mostly they are easy to kill once they stay still and they are only very dangerous(especially the Apocalypse) in numbers. But in my suggestion that could change a little bit if every single one has a unique rule.
Sniper— The Runner has a Rifle as Arms and is Specialize to spot and engage you at long distances. Stay mobile or you are going to take heavy damage from him. You are going to know the moment he attack when a weak light reflection is going to appear on your screen.

Seeker: his rule is to spot you at long distance and call everyone near them that you are close to him. He can be really annoying and can sometimes take more shots then you think. in my version they can do more then this.
Upgrade— Upgrade Seeker gave a single machine an Extra buff where the accuracy and fire rate from the designate machine increase from Seeker as long both are close to each-other forcing you to take cover. Destroying the Seeker make the Machine normal again after a few second. Destroy the buffed one and the Seeker choose another one to buff.
Offensive— Armed with a SMG, this Seeker could finally defend themself against you.
Resounded— A Special Seeker where i hope is coming as an Apocalypse Class. This Seeker never to be underestimate. His Special Bullhorn is not only used to attract machine at very longer distances then other ones, but also has a defensive use. When you get to close to him, he make a deafening sound that make you not only unable to hear something, but also unable to use your Weapons (Because you hardly try to close your Ears).
Observer— He is the third Eye for all Harvesters. Once they spot you, the Harvesters knows too that you are here and can shoot you even they don’t see you. Used to call artillery strike from the Harvester. Kill them to interrupt all Strike so the Harvester don’t see you anymore and start to search you.

Hunter: Versatile, tough and effective, he could be one of the Machine that could take the most tasks from all others. I have many Ideas for them.
Ballistic Shield— Used to protect his body against you. He could use the Shield in both direction (Machines are Ambidextrous) So he can look like a Legionary or a defensive shooter. The fastest way to Crack the Shield off is to use AP ammo.
LMG— he could be equipped with such a Weapon on his shoulder or arm. Gives Suppressed fire against you.
24G— Same as a 12 Gauge, but 2x bigger. Equipped on his left arm.
Twin Blade with Armor— Protected with a Armor forward and behind (Fuel Cell is Protected too) and Armed with 2 Blades instead of one. Keep distance to this version or you get processed into minced meat.
Engineer— This one are a sort of Worker to make it simple to describe. Can Repair the machines as well the Buildings. But be aware. They are not defenseless at all.
Miner— Instead by deploying Ticks, they deploy some proximity Mines.

Harvester: Normally his rule is only to collect resources for FNIX’s Project and to Strike a Missile Salvo and calling reinforcements. Well my Ideas it’s almost the same but more Spicy.
Howitzer— A cannon on his back that shoot HE 155mm Shells. Very difficult to calculate and avoid the Explosion. The best way is to take Cover before he landed. Fortunately he need to get positioned before he can shoot and the reload time is also long, but he can shoot at extreme long distance. When you get spotted by a Observer (look upside by Seeker), you have a Chance to have a visit from one of his Shells.
HMG— Armed with 4 50 caliber Machine Guns and Shields, He is used as a Defensive Machine Protecting the Point of interests and Strategic Points. The Back is always his Weak spot.
Carrier—Equipped with a Special Cargo. If you Destroy the Machine without to destroy his Cargo on his back, you can earn some Valuable resources. the more the freighter is unscathed and higher the Class the Machine is, the better and greater the loot.

Tank: The Biggest and Strongest Machine that FNIX can bring. With some of my suggestion, they are hopefully more deadly. It was hard for me to find some.
48G— Similar to a Shotgun, but this one is a Monster. Can one-shot you by close to medium range. So take cover, keep distance from them or disable them as quick as possible.
Laser guided Missiles—Runners have some Laser guided Mini Missiles. Why not giving the Tanks Missiles too.
Napalm—In day 1 from GZ, the Launched Rockets from the Tanks has take Fire after the Impact. So i was thinking it would be a good Idea to suggest this. Landing to the Zone where it Burns gives you Fire damage.
Cannon—Shoot like a Real Tank.

That’s it Folks. Unfortunately i had no Idea for the Soviet Machines, but you are welcome to suggest with if you have some.

Just for the records, a shotgun double the size of a 12G would rather be 3G or 4G than 24G…
The measurement for the diameter of shotgun rounds is a bit odd with how many identical balls can be made of a (british) pound of lead where smaller numbers mean a bigger bore… :wink:

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thanks for the Info. I’m not a Specialist for real life Arms and bullets. So i try to make it Creative and try it to describe it on my own as good as possible.