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From deep in the archives of Tinkering, i present to you....
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Vagabond
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PostPosted: 20-May-2005 20:55    Post subject: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

The Battletech alternate missile launcher rules created and used by the gaming group my sister RPs with which was shown to me many years ago.

This group had a quirk for wanting BT to be more reasonable and real life like that is why when they looked at the blue prints and miniatures of Battlemechs they said there was no way a 'Mech could carry 100 LRMs in its torso.

They then decided to change the rules.

Alternate Missile Rules for Battletech

1. Remove all ammunition bays for missile launchers.
2. Each launcher now carries the number and type of missile it launcher says. [ie: LRM 15 uses Long Range Missiles and has 15 missiles.]
3. Each missile type now does this damage: LRM 5pts, SRM 10pts, MRM 5pts, ATM:ER 5pts, ATM:ST 10pts, and ATM:HE 15pts.
4. During the fire phase, the player decides how many of a launcher's missiles they will fire and rolls the to-hit for this volley as a whole. [ie: I have an LRM 15 and decide to fire 3 of my fifteen missiles. I roll a sign set of dice to see if these 3 missiles hit or miss.]
5. Each missiles hit location is resolved as per SRM rules and thus rolled separately.
6. Each missile launched generates 2 heat. [ie: 3 LRMs create 6 heat.]
7. Critical Hits to a launcher with Missiles remaining causes the remaining missiles to explode for max damage.
8. AMS still destroys 1d6 [IS] and 2d6 [Clan] of missiles.
9. Rocket Launchers were not around when these rules were created, so no rule changes exist for them.
10. Thunderbolt Launchers should not be used with this rule set.
11. NARCs operate as per normal rules but there Explosive Pods do 10pts of damage.
12. Alternate Ammo types may still be used.
13. Various ammo types may be mounted on a single launcher.
14. When previously posted, a questioned was asked about a reserve missile bay which can reload the launcher. It makes sense that this should be allowed but at weights higher then those of existent ammo bays. The idea proposed which can be used is a reserve bay weighs 1/2 the weight of the launcher and 1 crit and must be placed in the same location as the launcher except in head mounted launchers were it can be mounted in the CT. Another idea is that the ammo bay weighs 1 ton and 1 crit and gives 5 LRMs, 4 SRMs, 6 MRMs, and 2 ATMs.
15. Artimes IV FCS gives a to-hit bonus based on range of the target: +0 at short, -1 at medium, -2 at long. Artimes V FCS gives a to-hit bonus based on range of the target: -1 at short, -2 at medium, -3 at long. May not be used in conjunction with NARC.
16. NARC Pods reduces a targets movement mod by -2 to a minimum of +0. May not be used in conjunction with Artimes.

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Karagin
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PostPosted: 22-May-2005 11:28    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

Interesting, I think I will try and work these into my groups next game or two...

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Delta
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PostPosted: 22-May-2005 13:11    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

I like the idea of missiles that don't carry nerf coorperation warheads for once.

However, I think mechs would be better using missiles that are in between this and the normal, meaning only a couple reloads per ton but a good amount of damage. I see missiles the level presented more on aircraft than mechs.
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Shadowking
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PostPosted: 23-May-2005 01:34    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

It seems an interesting enough idea, but in comparison to the ballistic and energy weapons, it makes the use of missiles next to useless. Which of course means you then need to change rules for them too I would think. And that would ultimately just turn it all into a new game just about.
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Vagabond
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PostPosted: 23-May-2005 02:45    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

Quote:

On 2005-05-23 01:34, Shadowking wrote:
It seems an interesting enough idea, but in comparison to the ballistic and energy weapons, it makes the use of missiles next to useless. Which of course means you then need to change rules for them too I would think. And that would ultimately just turn it all into a new game just about.



How does it make Missiles useless?

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PostPosted: 23-May-2005 05:30    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

I believe he means in the sense that each launcher becomes what is in essence a tricked-out Rocket Launcher.

I personally like the idea.

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Vagabond
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PostPosted: 23-May-2005 06:32    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

Quote:

On 2005-05-23 05:30, Warhammer: 3025 wrote:
I believe he means in the sense that each launcher becomes what is in essence a tricked-out Rocket Launcher.

I personally like the idea.



Ya, but the difference is you can decide to fire 1, some, or all of your missiles in a launcher. i'd still like to hear his reasons thou; however, it is not because i'm being defensive over this, because i'm not, but i just to know why.

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PostPosted: 25-May-2005 15:26    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

Streaks become ungodly weapons with this rules set. A streak SRM-6 can deliver sixty points of damage with a single volley. Of course, that would be it's only volley.

SRMs also loose a lot of their crit. seeking advantage. I doubt I'd launch more than one or two at a time most of the time, unless I was looking at a situation where I almost could not miss.

Overall though i like this.



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Shadowking
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PostPosted: 25-May-2005 15:57    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

I mean useless in the sense that, given the size of the weapons (this is of course assuming that the launchers are still the same tonnage & criticals since you made no mention of that being changed), they just wouldn't be worth using. They would essentially be no different than the Single-Shot launchers that no one likes to use for the same reason. With of course the exception that they wouldn't have to fight all the missiles at once. But then, if you're going to fire them, and you have a good chance to hit, who is really going to hold back and not fire them all? It's that, if you're going to attack, do it with overwhelming force sort of thing.
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PostPosted: 25-May-2005 18:28    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

You'd have a pretty significant heat limitation. Unloading your entire rack of 20 LRMs might utterly destroy the target, but you're going to take forty points of heat doing it. An Archer, for example, would incur a heat deficit after launching just five LRMs.

No doubt these missile launchers are not as powerful as what we're used to. There's a couple of holes as well; LRM-5s are more weight efficient than LRM-20s. You could pack four LRM-5s for 8 tons vs. 1 LRM-20 for ten tons.

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Shadowking
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PostPosted: 26-May-2005 17:35    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

Ya, and if the target is destroyed, what do you then care about heat for? Especially after you've already unloaded all your flamables.
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Seraph
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PostPosted: 26-May-2005 18:16    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

Aye, but the heat difference makes up for it. 6 heat for LRM-20 to 8 heat for 4 LRM-5's.

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PostPosted: 26-May-2005 19:25    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

under these rules there would be no heat difference; you incur two points of heat per missile launched.

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WhizzbangThePowerSquig
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PostPosted: 26-May-2005 21:16    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

Hmmm, these sound an aweful lot like the missile systems used in the Palladium worlds of RoboTech and Rifts. One launcher, no reloads, ungodly damage.

I, for one, can see the storage of a few scores of missiles inside a 30 foot metal behemoth. if you consider that the missiles are actually quite small (limited explosive charge, small ammount of fuel), it is quite possible to cram that many missiles into a small space. It's the hundreds of autocannon rounds I'm concerned about...

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PostPosted: 26-May-2005 22:37    Post subject: RE: From deep in the archives of Tinkering, i present to you.... Reply to topic Reply with quote

Quote:

On 2005-05-26 21:16, WhizzbangThePowerSquig wrote:
Hmmm, these sound an aweful lot like the missile systems used in the Palladium worlds of RoboTech and Rifts. One launcher, no reloads, ungodly damage.




They kind of remind me of the sort the U.S. Army uses.



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