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Weapon Arrays
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Vagabond
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PostPosted: 23-Mar-2019 00:36    Post subject: Weapon Arrays Reply to topic Reply with quote

Someone on Facebook asked about MG Arrays, and it got me thinking.

Why not expand this tech to other weapons?

Laser Arrays? Missile Arrays?

Take say 4 MLs and Array them together. One attack roll, roll on the cluster table, roll for hit location, and apply the appropriate dmg in X dmg pt clusters.

For the Missile Array I would due, 1 ton/1 crit as well one attack roll, 1 cluster roll for launcher hits, 1 cluster roll table based launcher hits (lrm/5x3=15 column), and then apply missile hits as normal rules. I'd limit the # of launchers to 4 for LRM 5/10 and 2 for LRM 15/20; at first, I figured Crit limits would limit the # of launchers but a Clan Mech could mount 4 LRM/15 and an Array in torso without a limit.

What about about a primitive array? Uses 0t/1crit but can never be turned off.
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Mordel
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PostPosted: 23-Mar-2019 09:25    Post subject: Re: Weapon Arrays Reply to topic Reply with quote

Vagabond wrote:
Someone on Facebook asked about MG Arrays, and it got me thinking.

Why not expand this tech to other weapons?

Laser Arrays? Missile Arrays?


If it can be done with machine guns, there is absolutely no practical reason you couldn't do it with other weapons. I think the downside of missing is greater with bigger weapon types though. Because a miss and you miss with all of them, as opposed to getting 4 individual rolls.
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Sir Henry
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PostPosted: 25-Mar-2019 18:42    Post subject: Re: Weapon Arrays Reply to topic Reply with quote

Mordel wrote:
Vagabond wrote:
Someone on Facebook asked about MG Arrays, and it got me thinking.

Why not expand this tech to other weapons?

Laser Arrays? Missile Arrays?


If it can be done with machine guns, there is absolutely no practical reason you couldn't do it with other weapons. I think the downside of missing is greater with bigger weapon types though. Because a miss and you miss with all of them, as opposed to getting 4 individual rolls.


The issue that comes to my mind that if you hit an array, you destroy it. So an array of 4 Med Lasers takes one hit and that knocks out the whole array, all 4 MLs.
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Sleeping Dragon
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PostPosted: 26-Mar-2019 14:10    Post subject: Re: Weapon Arrays Reply to topic Reply with quote

You already get a weapons array. The Targeting Computer. I think there is a reason why they didn't do the arrays without the to-hit penalty for anything else than MGs that need a little boost in performance.
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Vagabond
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PostPosted: 27-Mar-2019 01:29    Post subject: Re: Weapon Arrays Reply to topic Reply with quote

Sleeping Dragon wrote:
You already get a weapons array. The Targeting Computer. I think there is a reason why they didn't do the arrays without the to-hit penalty for anything else than MGs that need a little boost in performance.


But that's only if you target a location and pass the success/fail check, which btw is one of the stupidest updates in BT. After passing a +3 to-hit, I then need to pass the aimed shot check to actually hit that location; I almost never do an aimed shot with a TC now.
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Sleeping Dragon
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PostPosted: 27-Mar-2019 09:53    Post subject: Re: Weapon Arrays Reply to topic Reply with quote

Yes, but perhaps that's what was deemed ballanced to prevent multiple fiddly guns from taking the place of the big toys in concentrated damage department.
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PostPosted: 11-Apr-2020 17:41    Post subject: Re: Weapon Arrays Reply to topic Reply with quote

Hi Vagabond, thank you so much for starting this topic about about Weapon Arrays!

Have you tried the linked weapons rules from Tactical Operations?

Perhaps Prototype Weapon Arrays could have no tonnage, but a critical slot, and be turned off/on; and perhaps Primitive Weapon Arrays could have tonnages equal to their respective electric circuits connected Weapons tonnages multiplied by 0.01% and be integral with said Weapons, like power amplifiers are for energy weapons, so no critical slot(s) for the Array electric circuits, and each also can be turned on/off during End Phase(s) ?

What do you each think?
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Rudel Gurken
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PostPosted: 13-Apr-2020 08:37    Post subject: Re: Weapon Arrays Reply to topic Reply with quote

Sir Henry wrote:

The issue that comes to my mind that if you hit an array, you destroy it. So an array of 4 Med Lasers takes one hit and that knocks out the whole array, all 4 MLs.

If you hit an individual weapon in the array only this weapon is destroyed and the array funktions like before but with one weapon less (if you hit a medium laser in a quad-array, like your example, you'll have a triple-array afterwards).
If the array-slot itself is hit all weapons in the array return to individual firing.
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PostPosted: 03-Aug-2021 13:04    Post subject: Weapon Arrays Reply to topic Reply with quote

Hello Vagabond, hello Mordel, hello Sir Henry, hello Sleeping Dragon, hello mateofevm, hello Rudel Gurken,
I agree that because MGs can be connected to a Weapon Array, so should other electric powered weapons. I disagree with having to design primitive and/or prototype versions of a Weapon Array, and I disagree with not being able to turn one or more Weapon Arrays off. Early 21st Century electric switches and integrated circuits with wires can be used as Weapon Arrays. One problem with Weapon Array is if all the weapons of that Array hit a location, then they could critically damage said location leaving components critically damaged to the point of not being salvageable. I don't oppose Weapon Arrays. I somewhat dislike like Tactical Operations rules for Linked Weapons because TechManual says something somewhat like Sensors provide the computer with lots of data; and so in the control room (cockpit) , a Unit or Structure theoretically could have many or perhaps numerous groups of weapons that could be instantly and somewhat automatically linked (and instantly somewhat or completely automatically unlinked) via computer’s program and sensors and/or switches that could have clear plastic covers with LED illuminations.
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