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Unguided missiles
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Sleeping Dragon
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PostPosted: 15-Oct-2005 16:00    Post subject: Unguided missiles Reply to topic Reply with quote

Just simple ammunition available to all fractions

This crude LRM and SRM ammunition replaces all guiding equipment from missile with more explosives. This makes them more powerful, but less accurate.

Unguided missiles use standard range for the launcher, but with +1 modifier to fire at short range, +2 at medium range and +4 at long range, because the launchers normally adjust for at least partially guided missiles.

Damage is resolved normally, but each missile deals damage increased by one point (3 point groups for SRMs, but 5 point groups for LRMs).

LRMs can especially benefit from using unguided ammo, because they don't suffer from usual minimal range limitations, but they are much less accurate, suffering -2 penalty to rolls on missile hit table.

This type of ammo may be combined with flare, fragmentation, incendiary and thunder ammunition, but the of accuracy penalty still applies normally.

Base cost for ton of unguided ammo is 1/3 of normal ammo.

Any suggestions?


[ This Message was edited by: Sleeping Dragon on 2005-10-15 16:04 ]
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ralgith
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PostPosted: 15-Oct-2005 16:03    Post subject: RE: Unguided missiles Reply to topic Reply with quote

Suggestion: Edit your post and replace the first long range with short range as you meant it to be hehe. Other than that no constructive critisism at this time... to BT'ed out to think atm.

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Sleeping Dragon
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PostPosted: 15-Oct-2005 16:05    Post subject: RE: Unguided missiles Reply to topic Reply with quote

Done...

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Vagabond
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PostPosted: 15-Oct-2005 18:41    Post subject: RE: Unguided missiles Reply to topic Reply with quote

BT already has these....

quoted from HMPro:

"Dead-Fire Missiles - Short and Long-range Dead-Fire Missiles (SR DFMs and LR DFMs) do more damage than their regular counterparts: SR DFMs do 3 damage points per missile hit, while LR DFMs do 2 points per missile hit. However, they are less accurate, so roll a 3d6 and use the lowest 2 dice to determine the number which hit according to the normal missile hits table. As DFMs are hot-loaded, a hit on the missile system results in all the missiles in the weapon exploding and doing normal internal damage."

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Sleeping Dragon
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PostPosted: 16-Oct-2005 04:13    Post subject: RE: Unguided missiles Reply to topic Reply with quote

Hmm, interesting. Similar thoughts, but I don't have HMPro. Are they described somewhere else?

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Nightmare
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PostPosted: 16-Oct-2005 04:54    Post subject: RE: Unguided missiles Reply to topic Reply with quote

Quote:

On 2005-10-16 04:13, Sleeping Dragon wrote:
Hmm, interesting. Similar thoughts, but I don't have HMPro. Are they described somewhere else?



They're from the old Tactical Handbook. It's not like Rick gets to enter his own stuff in HmPro.

Oh yes, the stuff from THB is all Level 3 and IS-only.

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Sleeping Dragon
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PostPosted: 16-Oct-2005 04:59    Post subject: RE: Unguided missiles Reply to topic Reply with quote

I wouldn't suspect Rick from that

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PostPosted: 16-Oct-2005 19:52    Post subject: RE: Unguided missiles Reply to topic Reply with quote

First off, as it was already mentiond DFMs are already around, but I think the THB is pretty much out dated and no longer widely used or accepted, but they are in HMPro.

Second, Why double penalize LRMs? The to hit modifier is a huge penalty already. The penalty to the number of missiles just compunds this and makes this system next to worthless. Maybe if there was a minimum number of missles that hit then. But that seems a bit cheap ot me.

Third, SRMs are grouped not in points of damage, but by individual missles. LRMs were group in groups of 5 missiles (not sure if this was due to guidance systems or not).
I propose that either

1) Unguided LRMs damage be grouped in groups of 10 (5 missiles doing 2 points each) or
2) By individual missiles due to their lack of guidance.

Thought?

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Rudel Gurken
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PostPosted: 17-Oct-2005 01:56    Post subject: RE: Unguided missiles Reply to topic Reply with quote

Quote:

On 2005-10-16 19:52, AlexxKnight wrote:
Third, SRMs are grouped not in points of damage, but by individual missles. LRMs were group in groups of 5 missiles (not sure if this was due to guidance systems or not).
I propose that either

1) Unguided LRMs damage be grouped in groups of 10 (5 missiles doing 2 points each) or
2) By individual missiles due to their lack of guidance.

Thought?



LR-DFM´s hit by individual missiles just like SRM´s. I think thats ok: without any guidance it will be luck to hit one section twice (or more).

We use DFM´s but not as a special Launcher!
Our home rule declares DFM´s as special munition types, that can be loaded into standard SRM or LRM racks.

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Sleeping Dragon
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PostPosted: 17-Oct-2005 03:30    Post subject: RE: Unguided missiles Reply to topic Reply with quote

Quote:

On 2005-10-16 19:52, AlexxKnight wrote:
First off, as it was already mentiond DFMs are already around, but I think the THB is pretty much out dated and no longer widely used or accepted, but they are in HMPro.



As I said before, when I made these I was unaware of DFM existence, because I don't have access to HMPro or THB.

Quote:

Second, Why double penalize LRMs? The to hit modifier is a huge penalty already. The penalty to the number of missiles just compunds this and makes this system next to worthless. Maybe if there was a minimum number of missles that hit then. But that seems a bit cheap ot me.



My thoughts around double penalization was that they simply aren't fired in big cloud as MRMs and the launcher still assumes that it fires standard ammo. Unguided missiles (UMs)would work as short range weapon for missile boat protection and cheaper special ammo delivery system (because with thunderbolt ammo they deliver double-strength minefield, ...). I also wanted to allow standard clan LRMs to maintain some edge over UMs

Quote:

Third, SRMs are grouped not in points of damage, but by individual missles. LRMs were group in groups of 5 missiles (not sure if this was due to guidance systems or not).
I propose that either



Yes, it was because four missiles followed
one leader.

Quote:

1) Unguided LRMs damage be grouped in groups of 10 (5 missiles doing 2 points each) or



I wanted to keep original groups because it better mimics that missiles jest pepper whole mech. 10 point groups are much stronger, I think too concentrated.

Quote:

2) By individual missiles due to their lack of guidance.



I considered this option, but during one of my earlier posts I asked about MRM grouping and many replies were about too may rolls made and slowing the game. I must agree with that and primary crit seekers should be SRMs.

Quote:

Thought?



UMs were meant as cheap, but still improvised solution. For other thoughts look to upper parts of this post


[ This Message was edited by: Sleeping Dragon on 2005-10-17 03:31 ]
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Zippythewonderslug
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PostPosted: 07-Nov-2005 13:01    Post subject: RE: Unguided missiles Reply to topic Reply with quote

Quote:

On 2005-10-16 19:52, AlexxKnight wrote:
First off, as it was already mentiond DFMs are already around, but I think the THB is pretty much out dated and no longer widely used or accepted, but they are in HMPro.

Second, Why double penalize LRMs? The to hit modifier is a huge penalty already. The penalty to the number of missiles just compunds this and makes this system next to worthless. Maybe if there was a minimum number of missles that hit then. But that seems a bit cheap ot me.

Third, SRMs are grouped not in points of damage, but by individual missles. LRMs were group in groups of 5 missiles (not sure if this was due to guidance systems or not).
I propose that either

1) Unguided LRMs damage be grouped in groups of 10 (5 missiles doing 2 points each) or
2) By individual missiles due to their lack of guidance.

Thought?



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