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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 24-Mar-2005 23:17 Post subject: New NARC ammunition type |
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EDIT: changed the text. Jammer Pods can now be used on any standard NARC launcher.
Jammer Pod
Level 2/3058
Cost: 3x normal (9,000 C-Bills/ton)
Jammer pods are a new weapon being deployed by the Inner Sphere in an attempt to negate the Clan's range advantage by disrupting their electronic systems.
Jammer Pods are an extremely complex weapon, but can still be fired from any standard NARC launcher system. They affix themselves to the exterior of the target, and begin to generate a high-powered, short-range electromagnetic field.
CBT effects: The afflicted unit suffers a +2 To-Hit penalty when firing all weapons, and advanced targeting and scanning systems (Artemis FCS and Beagle/Clan Probes) do not function.
Unfortunately, the pod generates an ECM field in the hex the unit it is attached to occupies, making the afflicted unit immune to the effects of the Artemis IV FCS, Beagle/Clan Probes, and NARC Beacons. If positioned properly, the afflicted unit can also disrupt C3 networks.
RPG effects: in addition to the effects stated above, in RPG games the Jammer Pod also cuts off communications to the afflicted 'mech.
[ This Message was edited by: Warhammer: 3025 on 2005-03-25 16:42 ] _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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StarRaven Federated Suns Leftenant General
Joined: 01-Jun-2004 00:00 Posts: 1138 Location: United States
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Posted: 25-Mar-2005 02:46 Post subject: RE: New NARC ammunition type |
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An interesting idea. I've been toying with a similar concept, but as an enhancement to the ECM suite. I like the idea of putting the thing in a Narc. I will complain about basing it on iNarc - almost nothing carries iNarc, making this hard to use. And only ComStar/WoB use it. Also, iNarc is 3060 technology, isn't it?
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On 2005-03-24 23:17, Warhammer: 3025 wrote:
Unfortunately, the pod generates an ECM field in the hex the unit it is attached to occupies, making the afflicted unit immune to the effects of the Artemis IV FCS, Beagle/Clan Probes, and NARC Beacons.
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Artemis is disabled only while it is within the radius of an ECM suite. A Guardian has a range of six, meaning any Artemis within six hexes is disabled. Artemis outside of six hexes functions normally, regardless of target. An ECM bubble covering only the hex occupied by the E-Narced unit will not affect anyone else's Artemis. That's my understanding of the rule, but I'm quite sure that it's accurate. I'm not as sure about the effect on active probes, but I think it works the same way.
Besides the question mark with the ECM field and my annoyance with the iNarc base, I quite like the idea.
_________________ "Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 25-Mar-2005 03:03 Post subject: RE: New NARC ammunition type |
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Oh. I saw "NARC" and "Improved NARC" and just decided to go with the more advanced version of the system. If the I-NARC is only available to Comstar and Wobbies, then by all means, the Jammer Pod should be deployable by standard NARC systems.
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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ralgith Blighted Sun Battalion 1st Company "Ralgith's Renegades" Colonel
Joined: 18-Aug-2003 00:00 Posts: 2021 Location: United States
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Posted: 25-Mar-2005 07:42 Post subject: RE: New NARC ammunition type |
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Umm, wasn't there a Jammer Pod for NARC in the MaxTech book??
_________________ Colonel Ralgith t'Mayasara Blighted Sun Battalion 1st Company 'Ralgith's Renegades'
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chihawk Clan Blood Spirit Master Bartender
Joined: 04-Feb-2002 00:00 Posts: 8081 Location: United States
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Posted: 25-Mar-2005 08:20 Post subject: RE: New NARC ammunition type |
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Moved to Design Submissions
_________________ www.210sportsblog.com
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 25-Mar-2005 16:08 Post subject: RE: New NARC ammunition type |
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On 2005-03-25 07:42, ralgith wrote:
Umm, wasn't there a Jammer Pod for NARC in the MaxTech book??
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There is? Crap. Here I thought I was being original.
However, StarRaven raised a good question about ECM. Does anyone have an answer?
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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chihawk Clan Blood Spirit Master Bartender
Joined: 04-Feb-2002 00:00 Posts: 8081 Location: United States
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Posted: 25-Mar-2005 16:30 Post subject: RE: New NARC ammunition type |
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On 2005-03-25 02:46, StarRaven wrote:
Artemis is disabled only while it is within the radius of an ECM suite. A Guardian has a range of six, meaning any Artemis within six hexes is disabled. Artemis outside of six hexes functions normally, regardless of target. An ECM bubble covering only the hex occupied by the E-Narced unit will not affect anyone else's Artemis. That's my understanding of the rule, but I'm quite sure that it's accurate. I'm not as sure about the effect on active probes, but I think it works the same way.
Besides the question mark with the ECM field and my annoyance with the iNarc base, I quite like the idea.
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You trace a line between the unit with Artemis and the target...if the line passes thru an ECM bubble the Artemis does not work. The same hold true for NARC and iNARC.
_________________ www.210sportsblog.com
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ralgith Blighted Sun Battalion 1st Company "Ralgith's Renegades" Colonel
Joined: 18-Aug-2003 00:00 Posts: 2021 Location: United States
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Posted: 25-Mar-2005 17:16 Post subject: RE: New NARC ammunition type |
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On 2005-03-25 16:30, chihawk wrote:
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On 2005-03-25 02:46, StarRaven wrote:
Artemis is disabled only while it is within the radius of an ECM suite. A Guardian has a range of six, meaning any Artemis within six hexes is disabled. Artemis outside of six hexes functions normally, regardless of target. An ECM bubble covering only the hex occupied by the E-Narced unit will not affect anyone else's Artemis. That's my understanding of the rule, but I'm quite sure that it's accurate. I'm not as sure about the effect on active probes, but I think it works the same way.
Besides the question mark with the ECM field and my annoyance with the iNarc base, I quite like the idea.
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You trace a line between the unit with Artemis and the target...if the line passes thru an ECM bubble the Artemis does not work. The same hold true for NARC and iNARC.
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And C3 / iC3
_________________ Colonel Ralgith t'Mayasara Blighted Sun Battalion 1st Company 'Ralgith's Renegades'
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 26-Mar-2005 05:15 Post subject: RE: New NARC ammunition type |
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Here's the second take:
Jammer Pod
Level 2/3058
Cost: 8,000 C-Bills/ton
Shots/ton: 2
Jammer pods are a new weapon being deployed by the Inner Sphere in an attempt to negate the Clan's range advantage by disrupting their electronic systems.
Jammer Pods are an extremely complex and heavy weapon, which restricts the number that can be carried, but they can still be fired from any standard NARC launcher system. They affix themselves to the exterior of the target, and begin to generate a high-powered, short-range electromagnetic field.
CBT effects: The afflicted unit suffers a +2 To-Hit penalty when firing all weapons, and advanced targeting and scanning systems (Artemis FCS and Beagle/Clan Probes) do not function.
Unfortunately, the pod generates an ECM field in the hex the unit it is attached to occupies, making the afflicted unit immune to the effects of the Artemis IV FCS, Beagle/Clan Probes, and NARC Beacons. If positioned properly, the afflicted unit can also disrupt C3 networks.
RPG effects: in addition to the effects stated above, in RPG games the Jammer Pod also cuts off communications to the afflicted 'mech.
I'm also considering whether the Pod can interfere with the functioning of an onboard ECM system in the same way it messes with Beagle or Clan probes.
Ideas? Suggestions?
[ This Message was edited by: Warhammer: 3025 on 2005-03-26 05:15 ] _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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ralgith Blighted Sun Battalion 1st Company "Ralgith's Renegades" Colonel
Joined: 18-Aug-2003 00:00 Posts: 2021 Location: United States
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Posted: 26-Mar-2005 10:29 Post subject: RE: New NARC ammunition type |
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Well, I just got my Max Tech (revised)... and I couldn't find anything about the jammer pods in it. I know I've seen them somewhere before, maybe it was someone elses design submission heh. Dunno
I'll keep looking though hehehe.
_________________ Colonel Ralgith t'Mayasara Blighted Sun Battalion 1st Company 'Ralgith's Renegades'
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 11-Apr-2005 05:16 Post subject: RE: New NARC ammunition type |
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You were probably thinking of the Magnetic-Pulse Warhead out of the Tactical Handbook. It adds +3 To Hit on the turn after it hits, adds +2 to the target's heat on the turn that it hits, and is come in SRM and LRM varieties.
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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