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Anti-Missile System; Advanced Laser
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Steel-Scorpion
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PostPosted: 26-Jan-2004 13:01    Post subject: Anti-Missile System; Advanced Laser Reply to topic Reply with quote

Advanced Laser Anti-missile System

Researchers only use the advanced laser anti-missile system in field trials.
Here is the game mechanics of the devise.

Weight: 5 tons
Critical: 5 spaces
Cost:
	~C-Bills: 500,000
	~BV: 300
Heat: 10 

points of heat are generated per turn of use, no matter how many flights of missiles are intercepted. (This is the range of heat the unit produces in the time measured by one turn).

Special Features: Two highly modified clan medium pulse lasers, and one Command and Control computer with accompanying radar system.

Game notes: Use the rules here instead of normal AMS rules. First, the AL-AMS intercepts all incoming flights. The radar tracks, identifies and controls the lasers to shoot down multiple flights at a greater distance. This is achieved through the use of two modified medium pulse lasers. The number of missiles PER flight that are shot down are as follows, roll 3 six sided dice (3d6), use the two highest dice, and consult the normal AMS table for number shot down. The pulse laser technology allows the AL-AMS to be used to “Garrison” the equipped units location. When set to “Garrison mode”, the AL-AMS will attempt to shoot down all inbound missiles. In game terms the AL-AMS will shoot down all inbound missiles to its hex, and the adjacent hexes to the unit [provided it has the arc to do so] with a –1 to the missile table. A third option is to set the weapon to “Aggressive” mode. In this mode the laser will fire at any moving object within its range of fire. The damage from this is a measly one point, but if no other object is moving in the field of fire the damage becomes two.

If 2 AL-AMS are used they each receive a +4 to their rolls, to deturmine missles shot down. Only 2 AL-AMS may be mounted on a single unit.


[ This Message was edited by: Steel-Scorpion on 2004-01-26 13:08 ]
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PostPosted: 27-Jan-2004 07:55    Post subject: RE: Anti-Missile System; Advanced Laser Reply to topic Reply with quote

Hmmm... I've alawya sliked the idea of a laser missile system. It doesn't run out of ammo, which is the major weakness of the standard one. But they run hot, and there are limited number of designs carrying enough missiles to worry about. If you've got the space on a unit within a lance, then I say use 'em, otherwise, I'd leave 'em out.

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js
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PostPosted: 29-Jan-2004 11:40    Post subject: RE: Anti-Missile System; Advanced Laser Reply to topic Reply with quote

It looks nice except for one thing - the heat. A constant 5 heat no matter how many flights it shoots down? That seems a bit over the top for my taste. I'd like to see some sort of relationship between use and heat.
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PostPosted: 29-Jan-2004 12:26    Post subject: RE: Anti-Missile System; Advanced Laser (to js ) Reply to topic Reply with quote

I would suggest you look at the Write up again, in more detail js.

its 10 points of heat every turn, not 5.

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js
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PostPosted: 30-Jan-2004 02:56    Post subject: RE: Anti-Missile System; Advanced Laser (to js ) Reply to topic Reply with quote

True it is 10, but I still prefer dynamic heat depending on use of the system. As it is, use of this system means that the 'Mech is practically immune to missile boats. The 10 heat factor can be included in the weapons loadout from the beginning. The result is all advantages at a minor cost. That's too powerful for my taste.

Perhaps you ought to consider something like: 4 heat per flight of missiles intercepted and you can set a maximum number of flights that can be intercepted for the next turn in the End Phase of every turn. (Even that last provision is a bit munchy for my taste since it means that your opponent cannot use the system against you. Game balance is everything IMHO)
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Steel-Scorpion
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PostPosted: 30-Jan-2004 10:48    Post subject: RE: Anti-Missile System; Advanced Laser (to js ) Reply to topic Reply with quote

there will allways be contention between players about things that aren't by Book Rules standard. Being a Level 3 devise; the AL-AMS is not available in most games where level 2 is the norm.

I play level 3 rules with house and Shop rule... those being that you must keep track of C-Bills and other Costs.

Yes, Static heat generation was my attempt at ballence of the devise, but at the same time MEDIUM PULSE LASERS have a greater range than SMALL PULSE LASERS. This is why the AL-AMS can intercept so many missiles.

The AL-AMS has TWO medium pulse lasers to shoot down incomming missiles, not just one high rate small pulse laser. It splits the work load between the two, and as i have said, it generates that heat irreguardless if it shoots down one missile or many.

Besides, it cannot shoot down swarm or thunder munitions, thats a drawback too. If i wanted to be a Munchkin I would have said the AL-AMS could intercept Swarm and Thunder.... but it cannot. The radar would read the subsiquent "shatter" of swarm deployement as the missile has been shot down allready, and the same lodgic would apply to thunder... they to the electronic eye look like they have been "intercepted" because the break appart and fall to the ground. Swarm ammo tricks the lodgic into thinking "one object into many, means it was intercepted, incomming debris [irrelivent], continue Intercepting solid missiles."

The programming available to the Anti-Missile system is limited. I try to keep that in mind.

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