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Kraken Federated Suns Marshal
Joined: 04-Feb-2002 00:00 Posts: 2755 Location: United States
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Posted: 02-Oct-2007 18:26 Post subject: Munitions Ideas |
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Missiles -
Hellstorm MMW (SRM type)
Damage: 1
Cost: 3 * normal
Missiles per ton: as per normal
Tech: F
Legality: F (exclusive to AFNN)
Availability: F
The Hellstorm (named after an ancient Terran anti-tank missile) has been fitted with a type of advanced tracking system. As such, Hellstorm missiles grant the user a +4 bonus on to-hit rolls (IE, a person who would otherwise need a 12 would only need an 8). The trade-off is that the tracking system required some of the space normally assigned to the payload.
Thunder SRMs
As the name implies, these are SRMs that have been fitted to deliver landmines. They drop twice the amount of mines in a hex as do Thunder LRMs.
Inferno LRMs
As the name implies, these are LRMs that have been fitted to deliver incindiary payloads.
Personal Ammo:
Type 27-X ("Murder Bang")
Damage: 2 * damage
Penetration: 2 * penetration
Cost: 4 * cost of ammo
Tech: D
Legality: F (exclusive to AFNN)
Availability: F
"Murder Bangs" are a bizarre hybrid of armor-piercing and explosive rounds. The specific manufacture process is a closely-guarded secret, but the end result is undeniable: rounds that are so disporportionately powerful there have been confirmed reports of targets all but exploding. It would appear that these rounds were either intended for use against battle armor or use as a way to definitively kill people.
The trade-off, however, comes from the same source as the rounds' nickname. For reasons unknown, the round is very loud and almost impossible to silence. Weapons with these rounds sound as if they were much larger, much more powerful weapons. Whether or not this was deliberate or an unintended side effect is up for debate. _________________ "I wish I could write as mysterious as a cat." -Edgar Allen Poe"I knew there was something special about you, but I never realized you were really a cat." Wolfwood to a random cat (Trigun)
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 02-Oct-2007 19:20 Post subject: |
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I posted back a while ago...way back...some ideas for warheads to counter the different electronic systems in the game, I can repost them if you want.
Also I have some ideas for what I called Heavy LRMs, well the warheads were bigger...
Hell...I could post hundreds of ideas I had and have for the different ammo weapons in BT... _________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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Seraph Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Major
Joined: 11-Mar-2004 00:00 Posts: 1744
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Posted: 02-Oct-2007 22:13 Post subject: |
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Heavy LRM's? Similar to Thunderbolt LRM's? _________________ If ignorance is bliss, then why are you so miserable?
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 02-Oct-2007 22:28 Post subject: |
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Seraph wrote: | Heavy LRM's? Similar to Thunderbolt LRM's? |
Not exactly...heavier warheads, like 2 pt of damage per missile that hits... _________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5791 Location: United States
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Posted: 03-Oct-2007 00:10 Post subject: |
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Karagin wrote: | Seraph wrote: | Heavy LRM's? Similar to Thunderbolt LRM's? |
Not exactly...heavier warheads, like 2 pt of damage per missile that hits... |
But? _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 03-Oct-2007 05:21 Post subject: |
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Vagabond wrote: | Karagin wrote: | Seraph wrote: | Heavy LRM's? Similar to Thunderbolt LRM's? |
Not exactly...heavier warheads, like 2 pt of damage per missile that hits... |
But? |
They carry less ammo...I will dig up the stats and post them later today. _________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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AWAD Draconis Combine Chu-sa
Joined: 06-Feb-2002 00:00 Posts: 766
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Posted: 09-Oct-2007 13:02 Post subject: Re: Munitions Ideas |
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Kraken wrote: | Missiles -
Hellstorm MMW (SRM type)
Damage: 1
Cost: 3 * normal
The Hellstorm (named after an ancient Terran anti-tank missile) has been fitted with a type of advanced tracking system. As such, Hellstorm missiles grant the user a +4 bonus on to-hit rolls (IE, a person who would otherwise need a 12 would only need an 8). The trade-off is that the tracking system required some of the space normally assigned to the payload.
. |
I kind of like the idea. But it looses too much punch. Also the +4 in a 2D6 bellcurve system is huge. So try this, still 2 points, +3 to hit, still huge but not nuts. Missile as a minimum range of 3; represents trying to lock on target too quickly. If inside a ECM field it suffers a -3 to hit, really screws with targting.
AWAD- More to come
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AWAD Draconis Combine Chu-sa
Joined: 06-Feb-2002 00:00 Posts: 766
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Posted: 09-Oct-2007 13:07 Post subject: Re: Munitions Ideas |
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I postede one verison eons ago. It was based on the ERLRM launcher in the tacitical handbook. Why did they make a special launcher? It is just a muntions issue.
ERLRM
1 pt per missle
1.5X cost
Range 1-15/ 16-24/ 25-35 Minimum of 10
Half normal tonnage- LRM 20 means only 3 rounds.
This is reaching out and touching. Makes sense in sieges. And finally an arched missile weapon with longer range than a Guass.
AWAD- not good for Mechs with only one ammo bin.
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Rudel Gurken Allisters Light Thunder Major
Joined: 15-Jun-2005 00:00 Posts: 1470 Location: Germany
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Posted: 09-Oct-2007 15:26 Post subject: Munitions Ideas |
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Inspired from the Robotech game we tried to introduce non-reloadable (?) missile racks. After some test-gaming we dropped the idea for no special reason i can remember now. _________________ Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
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Kraken Federated Suns Marshal
Joined: 04-Feb-2002 00:00 Posts: 2755 Location: United States
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Posted: 09-Oct-2007 23:01 Post subject: Re: Munitions Ideas |
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AWAD wrote: | Kraken wrote: | Missiles -
Hellstorm MMW (SRM type)
Damage: 1
Cost: 3 * normal
The Hellstorm (named after an ancient Terran anti-tank missile) has been fitted with a type of advanced tracking system. As such, Hellstorm missiles grant the user a +4 bonus on to-hit rolls (IE, a person who would otherwise need a 12 would only need an 8 ). The trade-off is that the tracking system required some of the space normally assigned to the payload.
. |
I kind of like the idea. But it looses too much punch. Also the +4 in a 2D6 bellcurve system is huge. So try this, still 2 points, +3 to hit, still huge but not nuts. Missile as a minimum range of 3; represents trying to lock on target too quickly. If inside a ECM field it suffers a -3 to hit, really screws with targting.
AWAD- More to come |
It was a balance issue.
Real-life MMW missiles are designated as "fire and forget" due to the fact that once the pilot locks onto a target and fires the missile the missile will guide itself to the target.
As such, I figured that halving the damage would be a good trade-off for making it so much easier to hit the target. _________________ "I wish I could write as mysterious as a cat." -Edgar Allen Poe"I knew there was something special about you, but I never realized you were really a cat." Wolfwood to a random cat (Trigun)
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Seraph Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Major
Joined: 11-Mar-2004 00:00 Posts: 1744
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Posted: 09-Oct-2007 23:53 Post subject: Re: Munitions Ideas |
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BattleTech alrady has "fire and forget" missles. They are called Streak SRM's. _________________ If ignorance is bliss, then why are you so miserable?
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 10-Oct-2007 05:28 Post subject: Re: Munitions Ideas |
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Seraph wrote: | BattleTech alrady has "fire and forget" missles. They are called Streak SRM's. |
Uhmm, yes and no. Fire and Forget, means you know it's 9 times out of 10 going to hit the target. Streak still has more then a single chance to miss. _________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 10-Oct-2007 10:56 Post subject: Re: Munitions Ideas |
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How can streak missiles miss? _________________ The dragon NEVER sleeps!
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 10-Oct-2007 12:55 Post subject: Re: Munitions Ideas |
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Sleeping Dragon wrote: | How can streak missiles miss? |
You still need to roll to hit, if you miss the roll it doesn't fire, then mix in ECM and AMS and well it going to be harder for the missiles to hit.
Fire and Forget means you don't worry about the missile, it going to seek it's target and do it's best to hit it without your help. No guide wires, no laser on target, nothing but the brain in the warhead that is guiding the missile on to the target.
Streaks come very close to this and could be made better with a more advanced fire control system. Seeing how missiles systems are always advancing, it would logical for a Streak 2 system to be in the works that allows it to ignore ECM and be harder for AMS to shoot down.
I have some idea on this and will post them once I get home from work. _________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 10-Oct-2007 15:15 Post subject: Re: Munitions Ideas |
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I think that you'll always need to make to hit rolls. You need to lock the missiles on the target. The missile would have it's own gunnery skill at best ... Always hitting weapons should have some serious disadvantage since it would suddenly threaten VTOLs, hovercraft and light 'Mechs which rely on speed for protection.
ECM doesn't work against streaks with the exception of the Angel ECM suite, which is said to be powerful enough to disrupt anything (almost). So how would the missile pass through if it's own sensors would be scrambled as well? And how can the missile avoid the AMS?
I think that I have an idea, but it needs some testing.
Streak ECM ammo (streak SRM)
Streak ECM missiles are standard streak SRMs with warhead replaced with smaller payload and a suite of countermeasures that creates miniature protection field allowing the missile to work normally under heavy ECM and to avoid detection by AMS sensors.
The missile does only 1 point of damage.
Ammo cost 81000 (1.5 * streak SRM) per ton.
Or
2 points of damage and ammo cost 54000 but only half of the missiles per shot (ammo consumption is normal). The idea is that one missile is the leader and contains the sensors and ECM and the second simply follows (just like the LRMs).
First variant ignores the obstacles, deals half of the damage and keeps the crit seeking power (which is the main ECM asset, that's why I increased the cost)
The second simply sacrifices damage and crit seeking power for immunity to ECMs and AMS. _________________ The dragon NEVER sleeps!
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