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Munitions Ideas
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Kraken
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PostPosted: 02-Oct-2007 18:26    Post subject: Munitions Ideas Reply to topic Reply with quote

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.
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Karagin
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PostPosted: 02-Oct-2007 19:20    Post subject: Reply to topic Reply with quote

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...
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Seraph
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PostPosted: 02-Oct-2007 22:13    Post subject: Reply to topic Reply with quote

Heavy LRM's? Similar to Thunderbolt LRM's?
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Karagin
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PostPosted: 02-Oct-2007 22:28    Post subject: Reply to topic Reply with quote

Seraph wrote:
Heavy LRM's? Similar to Thunderbolt LRM's?


Not exactly...heavier warheads, like 2 pt of damage per missile that hits...
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Vagabond
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PostPosted: 03-Oct-2007 00:10    Post subject: Reply to topic Reply with quote

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?
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Karagin
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PostPosted: 03-Oct-2007 05:21    Post subject: Reply to topic Reply with quote

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.
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AWAD
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PostPosted: 09-Oct-2007 13:02    Post subject: Re: Munitions Ideas Reply to topic Reply with quote

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
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PostPosted: 09-Oct-2007 13:07    Post subject: Re: Munitions Ideas Reply to topic Reply with quote

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
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PostPosted: 09-Oct-2007 15:26    Post subject: Munitions Ideas Reply to topic Reply with quote

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.
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Kraken
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PostPosted: 09-Oct-2007 23:01    Post subject: Re: Munitions Ideas Reply to topic Reply with quote

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.
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Seraph
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PostPosted: 09-Oct-2007 23:53    Post subject: Re: Munitions Ideas Reply to topic Reply with quote

BattleTech alrady has "fire and forget" missles. They are called Streak SRM's.
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Karagin
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PostPosted: 10-Oct-2007 05:28    Post subject: Re: Munitions Ideas Reply to topic Reply with quote

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.
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Sleeping Dragon
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PostPosted: 10-Oct-2007 10:56    Post subject: Re: Munitions Ideas Reply to topic Reply with quote

How can streak missiles miss?
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Karagin
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PostPosted: 10-Oct-2007 12:55    Post subject: Re: Munitions Ideas Reply to topic Reply with quote

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.
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Sleeping Dragon
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PostPosted: 10-Oct-2007 15:15    Post subject: Re: Munitions Ideas Reply to topic Reply with quote

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.
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