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Gauss Based Artillery
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yes
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yes, but needs work
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Total Votes : 5
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Vagabond
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PostPosted: 06-May-2007 02:19    Post subject: Gauss Based Artillery Reply to topic Reply with quote

idea has been resurrected:
mordel.net/barandgrill.php?redirect=viewtopic&t=1261&highlight=

With a FC Civil War, the WoB Jihad, and the collapse of the New Star League each faction was pushing forward with the development of ever more powerful and ever more deadly equipment. One of those fields looked into by the LAAF was that of field artillery. The developers at Defiance Industries proposed a set of field artillery based upon Guass technology using the lessons learned in the development of the Heavy Guass Rifle. The result was an artillery system as powerful as the Thumper Artillery cannon, with greater range then the Long Tom Artillery Cannon, and only slightly heavier then the Sniper Artillery Cannon. With the success of the prototype, Defiance Industries has since gone on to produce four variation of the design with full production of each estimated by fall of 3068.

Name			Heat	  Dmg	  Range		Ton	Crits	Ammo
Light Guass Artillery	3	 8/4	  25 Maps	20	12	16
Guass Artillery		3	15/7	  22 Maps	25	18	8
Heavy Guass Artillery	7	20/10	  20 Maps	30	28	4
Assault Guass Artillery	13	40/20/10  18 Maps	45	42	2


Game Notes:
Follow Artillery Rules for use. Improvise flight times for ranges beyond those listed in Rule Book.
All Cannons are considered Guass weapons and use all rules for such.
Use all special rules used for Heavy Guass Rifles.
Explosive damage based on the weapons weight.
All Cannons use explosive ammo. Explosive damage based on weapons damage.
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Vagabond
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PostPosted: 06-May-2007 02:34    Post subject: Reply to topic Reply with quote

Code:
               BattleMech Technical Readout
                     Custom* Weapons

Type/Model:    Test Bed
Tech:          Inner Sphere / 3067
Config:        Biped BattleMech
Rules:         Level 3, Custom design

Mass:          100 tons
Chassis:       Endo Steel
Power Plant:   300 Compact Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Light Ferro-Fibrous
Armament:     
  1 HPPC*
  1 Guass Arty*
  3 ER Medium Lasers
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Test Bed
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Endo Steel           14      5.00
 (Endo Steel Loc: 3 LA, 4 RA, 3 LT, 2 LL, 2 RL)
Engine:        300 Compact Fusion            3     28.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Compact Gyro:                                2      4.50
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  305 pts Light Ferro-Fibrous   7     18.00
 (Armor Crit Loc: 1 HD, 3 RA, 3 LT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             31         46     
   Center Torso (Rear):                 16     
   L/R Side Torso:           21      32/32     
   L/R Side Torso (Rear):            10/10     
   L/R Arm:                  17      34/34     
   L/R Leg:                  21      41/41     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 HPPC*                  LA     15           4     10.00
1 Guass Arty*            RT      3   16     20     27.00
  (Ammo Locations: 2 LT)
3 ER Medium Lasers       LT     15           3      3.00
CASE Equipment:          LT     CT           2      1.00
--------------------------------------------------------
TOTALS:                         33          76    100.00
Crits & Tons Left:                           2       .00

Calculated Factors:
Total Cost:        15,916,000 C-Bills
Battle Value:      1,778
Cost per BV:       8,951.63
Weapon Value:      1,587 / 1,587 (Ratio = .89 / .89)
Damage Factors:    SRDmg = 21;  MRDmg = 16;  LRDmg = 12
BattleForce2:      MP: 3,  Armor/Structure: 8/8
                   Damage PB/M/L: 3/2/2,  Overheat: 2
                   Class: MA;  Point Value: 18

               BattleMech Technical Readout
                     Custom* Weapons

Type/Model:    Test Bed 2
Tech:          Inner Sphere / 3067
Config:        Biped BattleMech
Rules:         Level 3, Custom design

Mass:          100 tons
Chassis:       Endo Steel
Power Plant:   300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard
Armament:     
  2 Light PPCs*
  2 Small Pulse Lasers
  2 Light Guass Artys*
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Test Bed 2
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Endo Steel           14      5.00
 (Endo Steel Loc: 7 LA, 7 RA)
Engine:        300 Fusion                    6     19.00
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
XL Gyro:                                     6      1.50
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  305 pts Standard              0     19.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             31         46     
   Center Torso (Rear):                 16     
   L/R Side Torso:           21      32/32     
   L/R Side Torso (Rear):            10/10     
   L/R Arm:                  17      34/34     
   L/R Leg:                  21      41/41     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Light PPC*             RA      5           2      3.00
1 Small Pulse Laser      RA      2           1      1.00
1 Light PPC*             LA      5           2      3.00
1 Small Pulse Laser      LA      2           1      1.00
1 Light Guass Arty*      RT      3   64     16     24.00
  (Ammo Locations: 2 LL, 2 RL)
1 Light Guass Arty*      LT      3          12     20.00
--------------------------------------------------------
TOTALS:                         20          77    100.00
Crits & Tons Left:                           1       .00

Calculated Factors:
Total Cost:        10,472,000 C-Bills
Battle Value:      1,561
Cost per BV:       6,708.52
Weapon Value:      1,173 / 1,173 (Ratio = .75 / .75)
Damage Factors:    SRDmg = 17;  MRDmg = 16;  LRDmg = 12
BattleForce2:      MP: 3,  Armor/Structure: 8/8
                   Damage PB/M/L: 4/2/3,  Overheat: 0
                   Class: MA;  Point Value: 16


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Sleeping Dragon
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PostPosted: 06-May-2007 06:44    Post subject: Reply to topic Reply with quote

An interesting idea, but I would like to know how do theexplosive shells handle being fired through gauss rifle. I would fear that electric energy in gauss would detonate the shell too soon.
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Kraken
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PostPosted: 06-May-2007 09:25    Post subject: Reply to topic Reply with quote

The thing with guass rifles is that they're rail guns. By their very nature, rail guns require a lot of energy to fire the projectile.

Drawing enough energy from a vehicle's power plant to actually fire a rail gun intended for artillery use would most likely mean such a high load on the power plant that the vehicle couldn't move or make useage of any other equipment that round. And if it's an ICE engine, then unless there's a power amplifier it might be a full turn before the vehicle can do anything at all, let alone fire.
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Karagin
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PostPosted: 06-May-2007 11:24    Post subject: Reply to topic Reply with quote

I could see these as better or improved anti-orbital guns or anti-dropship weapons but not as normal artillery.

Their power requirements and the fact that their nature in how they work, firing balls of nickel or slugs of nickel shells seems to suggest that chemical shells won't work with the rail guns.

I have seen other ideas like VHE (Very High Explosive) rounds for the gauss rifles and even then the number of rounds was smaller and the ammo could go boom as well as the gun and the range was decreased since the rounds weren't the same as standard gauss ammo. On the other hand one could design better ammo for the gun and still have the chemical based explosives in the shells....maybe you need some more in the fluff/background to explain away the hows and whys and what for's.
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Vagabond
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PostPosted: 06-May-2007 13:58    Post subject: Reply to topic Reply with quote

Sleeping Dragon wrote:
An interesting idea, but I would like to know how do the explosive shells handle being fired through gauss rifle. I would fear that electric energy in gauss would detonate the shell too soon.


Dunno the physics behind the use of hollow shells filled with explosives fired by a rail gun, so I cannot say if it would blow or not. My guess would be that its something that the designers could work out of the system maybe.

Kraken wrote:
The thing with guass rifles is that they're rail guns. By their very nature, rail guns require a lot of energy to fire the projectile.

Drawing enough energy from a vehicle's power plant to actually fire a rail gun intended for artillery use would most likely mean such a high load on the power plant that the vehicle couldn't move or make useage of any other equipment that round. And if it's an ICE engine, then unless there's a power amplifier it might be a full turn before the vehicle can do anything at all, let alone fire.


Dunno. You very well may be right. It does use the limitations of the Heavy Guass which means that you must use a unit mounting a fusion or fission power plant. So that has kinda been taken into account. I believe that the engines could handle up to the Assault Guass Artillery with little worry do to the existence of the Thunder Hawk TDK-7Y with 3 Guass and the Fafnir FNR-5 with 2 Hvy.Guass. Their total mass is 45t and 36t respectively. Meaning that a Guass of similar mass could theoretically fire without fudging the systems.

Karagin wrote:
I could see these as better or improved anti-orbital guns or anti-dropship weapons but not as normal artillery.

Their power requirements and the fact that their nature in how they work, firing balls of nickel or slugs of nickel shells seems to suggest that chemical shells won't work with the rail guns.

I have seen other ideas like VHE (Very High Explosive) rounds for the gauss rifles and even then the number of rounds was smaller and the ammo could go boom as well as the gun and the range was decreased since the rounds weren't the same as standard gauss ammo. On the other hand one could design better ammo for the gun and still have the chemical based explosives in the shells....maybe you need some more in the fluff/background to explain away the hows and whys and what for's.


Did you miss the Game Note saying that the Ammo is explosive? Their is also the Unbound Silver Bullet Guass which fired explosive cluster shot ammo.

Well the rounds are based damage wise off of the sniper artillery which has ten shots per ton. If you remove the chemical charge and reinforce the casing for high-acceleration resistance, then it might not be too hard to argue that the cannon will do 50 percent more explosive damage while only getting 8 shots per ton.

Sound good?
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