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Rejected Tech: Nuclear MAC
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CO_17thRecon
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PostPosted: 27-Mar-2007 16:01    Post subject: Rejected Tech: Nuclear MAC Reply to topic Reply with quote

((From the Rejected Tech discussion in the main forum.))

The Nuclear MAC

The weapon itself is a massive magnetic accelerator cannon, just like a gauss rifle. It is somewhat bigger than a heavy gauss, and has more difficulty targeting moving objects; hence the heavier weight and larger size: more balancing equipment and control mechanisms to ease aiming.

The nuclear MAC is generally used as a form of artillery, but a pilot with a good enough eye to hit a moving target will be well rewarded by it, capable of laying nearly any 'Mech flat with a single shot. Infantry are easily dispatched as well due to the heat and radiation that accompanies the round's explosion.

The shells are essentially small nuclear missiles, first accelerated by the magnetic rails, and then helped in flight by large gyrojet engines mounted on the back. They carry ten kilograms of plutonium per shell, enough for a rather large bang, even with somewhat primitive arming systems.

The weapon was created as a test best for magnetically launched artillery. The nuclear shells on the other hand, are a fairly recent edition, having been created by Amaris's research division during the Star League Civil War. Even with several such cannons and no compunctions about using them, Amaris was still outmatched by the SLDF. The remaining cannons and the few shells left were moved into a secure facility, so that they might not find their way into the wrong hands.

Weapon Rules:

Due to the power drain, the Nuclear MAC requires a fusion engine. The cannon is also too large to be mounted in a BattleMech's arms, though it may be mounted in a vehicle turret.

The weapon has two modes, Artillery Mode, in which the cannon is raised to a high angle to lob projectiles great distances, and Direct Fire Mode, in which the cannon is lowered to fire at close targets in a direct manner, like other gauss weapons. To switch between the modes requires a single turn, during which the cannon may not fire.

In artillery mode, the weapon follows standard rules for such weapons, firing at hexes, and suffering a fairly significant flight delay. Upon hitting, the 50 points of damage are divided into 5 point clusters and assigned that way. Units in hexes around the target (or wherever the shell lands) take 15 points of splash damage in 5 point allocations. In artillery mode, the weapon has a range of 2 mapsheets.

In direct fire mode, use the ranges listed. It fires as a normal weapon this way, with nothing unusual save the extremely high damage. Splash damage still takes place with this firing mode.

Infantry suffer double damage from the Nuclear MAC in all situations. ERRATA'D! Now, they just die.

If the Nuke Cannon suffers a critical hit of the cannon, it explodes and does 40 points of damage to the location carrying it. The ammo is also explosive. (And God help you if it goes up.)

Weapon Stats:
Name: Nuclear MAC or Nuke Cannon or Nuclear Gauss
Tonnage: 22
Critical Spaces: 14
Heat: 5
Damage: 50/15
Short Range: 1-6
Medium Range: 7-13
Long Range: 14-20
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[Last edited by CO_17thRecon on 27-Mar-2007 22:31; edited 2 times in total]
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Rudel Gurken
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PostPosted: 27-Mar-2007 16:17    Post subject: Reply to topic Reply with quote

Sure: lots of rules but all of them are logical (Except that bending of physics! Wink ).
As this wouldn't be a standard weapon for all to use but a story telling factor for a bunch of adventurer Mech pilots it will be fun to play with (But the game master has to have a close look on those adventurers using the weapon!)!

Maybe you can change that "doubled damage for infantry" into "destroying infantry" ! I think the radiation will not kill all infantry immediately but disable them. (Just my 2 (EURO) cents)
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Fang
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PostPosted: 27-Mar-2007 16:42    Post subject: Reply to topic Reply with quote

You do realize a mech from Ground Zero is forthcoming with thie weapon now, right?
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CO_17thRecon
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PostPosted: 27-Mar-2007 22:26    Post subject: Reply to topic Reply with quote

Fang wrote:
You do realize a mech from Ground Zero is forthcoming with thie weapon now, right?


I'd either keep that quiet, or come up with some non-nuke shells for it then. *smiles* I did leave you a way out though, the original design was gauss artillery. So if you make some HE shells, you have plausible deniability. (The spell checker says that is not a word, but I know it is. So I will just trust my spelling on it...)
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CO_17thRecon
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PostPosted: 27-Mar-2007 22:28    Post subject: Reply to topic Reply with quote

Rudel Gurken wrote:
Maybe you can change that "doubled damage for infantry" into "destroying infantry" ! I think the radiation will not kill all infantry immediately but disable them. (Just my 2 (EURO) cents)


Works for me. We'll call that errata'd. The cannon now simply obliterates infantry.

I thought about some special rules for how well it destroyed buildings...but frankly, the rules are long enough.
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Fang
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PostPosted: 28-Mar-2007 08:40    Post subject: Reply to topic Reply with quote

Ground Zero Salvage and Technology would like to take this opportunity to clear up any rumors one may have heard regarding the design and use of a weapon that is nuclear in nature. Says CEO Mark 'Fang'Stonkin " Nukes? No no no no. They're bad, right? Only Wobbie psychos use those. And I can't stand Wobbie psychos"
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Fang
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PostPosted: 28-Mar-2007 09:58    Post subject: Reply to topic Reply with quote

100 Ton mech, dubbed Salvo
100 tons
move:
walk-3
run-5
19 tons standard armor
Head-9
Right/Left torso-31/10
Center torso-46
Ra/La-34
RL/LL-42
12 double heatsinks
standard engine and internal structure.
weapons and equipment
4 medium lasers 2 in each arm location
2 large lasers both in the left torso
Mobile Artillery Cannon ( with Guass rounds or HE rounds of course Smile )
12 RT, 2 CT
Ammo(MAC) 2 tons worth LT
Guardian ECM LT
CASE LT
Streak2 LA
Ammo(STREAK)50 LT
Ammo(AMS) LT
Anti MIssle System -H

Very rough i know. I will clean it up and post some fluff when I have a chance.

NOw that i think about it, I should move the larg lasers around. If there is an ammo hit in the LT, CASE protects the rest of the mech, but would not do to only leave it with just two medium lasers. MOved both Large Lasers to the Right arm.

[Last edited by Fang on 28-Mar-2007 10:15; edited 1 time in total]
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Fang
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PostPosted: 28-Mar-2007 10:04    Post subject: Reply to topic Reply with quote

[quote="CO_17thRecon"]
Fang wrote:
You do realize a mech from Ground Zero is forthcoming with thie weapon now, right?


So if you make some HE shells, you have plausible deniability. quote]


HE shells could have a damage profile similar to an Arrow MIssle Artillery strike 20 with 10 splah damage or something similar. Upside to this, take a turn with no fire, and use it as a direct fire weapon at the mech 17 hexes away and closing
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Fang
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PostPosted: 28-Mar-2007 10:50    Post subject: Reply to topic Reply with quote

"Well, it isn't the prettiest girl in the neighborhood" Stonkin was looking over the newest mech to walk off the assembly lines.
"You only load it with the heavy gauss rounds, or those HE rounds, correct?"
The techs nodded.
" Yes sir. Don't want any trouble with any of the Houses for using the dirty ammo or low yield ammunition originally designed for the main weapon." Mark Stonkin nodded" Of course not" he said softly.
Overview and Capabilities:
The 100 ton Salvo started life shrotly before the Amaris coup as a missle support mech. The orginal design called for quad LRM 15 launchers with artemis slaved to the racks, and decent ammo for an extended campaign. This changed after the Coup, and with the development of the MAC it took on a more ominous role. It became a mobile artillery unit capable of delivering low yeild nuclear attacks to enemy front lines. With the signing of the Aries Convention adn the general frowning upon the use of nuclear devices( except for Word of Blake, those fiends), the mech fell out of favor and was never produced again. Only a handful of the mechs were made to begin with, and General Kerensky had them dismantled after retaking Terra.
Ground Zero saw tha value of the design, and its main weapon. Since the MAC is basically a super heavy gauss cannon, it was modified to be able to fire heavy guass rounds, or a newly developed High Explosive round.
The mechs secondary weaponry now consist of 4 medium lasers, 2 large lasers, and a STREAK 2 pack. All ammunition is located in the left torso, and is enclosed in CASE. So far, Ground Zero has manufactured four Salvo mechs for testing. While the mech and MAC can still make use of the originally intendedd ammunition (radiated artillery rounds and low yield artillery delivered nuclear devices) GZT has adamantly maintained no such ammuntion has been, is now, nor will be produced by Ground Zero Salvage and Technology.
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Fang
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PostPosted: 28-Mar-2007 10:59    Post subject: Reply to topic Reply with quote

here is an idea of what the salvo may look like.
[/img]www.gearsonline.net/btech/mechs/btech3.jpg[img][/img]








Edit: Hrmm...not sure I did that right. At www.gearsonline.net , I was thinking of the japanese shadowhawk as a basis. Or maybe the Japanese Hunchback. It is uglier than the shadowhawk, which seems to be sleek and very cool
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CO_17thRecon
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PostPosted: 28-Mar-2007 21:01    Post subject: Reply to topic Reply with quote

I highly recommend more ammunition for the MAC. 4 shots for a 22 ton weapon is REALLY low.
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