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Avenger
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Stinger
The Knights of Chaos
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Joined: 30-Apr-2002 00:00
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PostPosted: 26-Aug-2003 01:05    Post subject: Avenger Reply to topic Reply with quote

Here is the basic run down of the Avenger as used in the Warthog, I have expanded some of the rules and please feel free to make suggestions. I has potential but its just not quite there yet, Iam going to add jammin to it as I missed that eariler and Slythis brought that up and it should have been in there. If anyone knows how to extract just a weapons file from HMPro please let me know.

But anyway here it is.

----------------------------------------------------------Avenger
Damage: 25* Heat: 10
Range: 9 short 18 medium 27 long
Mass: 4.5 Tons
Crits 5 Slots
BV: 855 / 107
Ammo: 10/ton
Cost: 100,000 / 1,000

*Damage is figured using the LRM 10 and 15 charts and adding the totals then separating into 5 point groups and applying damage as a regular LRM salvo.

Any roll of 2 causes a weapon Jam that will require a Tech to clear and 1d6 hours to complete.

Any Critical hits to the weapon can sause a ammo explosion. When any of the weapons slots are hit roll 2d6, on rolls of 10+ the ammo starts to cook off destroying the mech entirely.

Ammo is incompatible with CASE and CASE2, the number of rounds stored in the bins negate any effects of CASE/CASE2 as the explosion is just to sever.

If the weapon is destroyed completely, meaning all 5 slots are hit roll 2d6. On rolls of 10+ the weapon explodes causing 25 points of damage to the unit. If the explosion completely destroys the arm with points left over apply normally.
----------------------------------------------------------


Alternate rules for the Avenger.

These rules are much more devestating than the eariler rules as it changes some of the characteristics of the weapon.

The Avenger has 4 modes of fire (declar which mode you plan on using at the beginning of your fire phase) 1/2, 1, 1 1/2 and 2 second bursts can be delivered to a enemy.

1/2 second bursts deliver 25 points of damage, using 50 rounds of ammo.

1 second bursts Deliver 50 points of damage, using 100 rounds of ammo.

1 1/2 second burst delivers 75 points of damade, using 150 rounds of ammo.

2 second burst* delivers 100 points of damage to, using 200 rounds of ammo.

*2 Second burst is not recommended, using this burst requires a roll every round to check to see if the weapon melts down. Every time the 2 second burst is used there is a greater chance of meltdown, and after 4 uses of the 2 second burst the weapon will cease to function.

Example:
Round one roll 2d6, a roll of 8+ the weapon melts down.
Round 2 roll 2d6, a roll of 6+ the weapon melts down.
Round 3, roll 2d6, a roll of 4+ the weapon melts down.
Round 4, roll 2d6, a roll of 2+ the weapon melts down.

Damage:
When figuring damage use the LRM tabel and figure accordingly, and apply damage as normal. When marking damage make note of ANY location that takes more than 20points of damage in one round. If any location takes 20+ damage in one round roll on the critical hits table and figure accordingly. (The sheer volume of damage dictates that a critical hit may happen.

Crits to the Weapon.
Any time the Avenger takes a hit there is a chance that the ammo in the feed system can cook off destroying the unit. Roll 2d6 on a roll of 10+ the ammo feed system is hit and the ammo cooks off completely destroying the unit. Figure pilot eject normally.

Unit restrictions:
The Avenger is a very powerful weapon and due to the vibration of the unit can only be mounted on Mechs and vehicles 80+ tons. Mounted on anything lighter the stress caused by repeated use actually shake the locations apart.


Weapon stats:
Avenger
Damage: 25/50/75/100 Heat: 5/10/15/25
Range: 5 short 10 medium 15 long
Mass: 4.5 Tons
Crits 5 Slots
BV: 855 / 107
Ammo: 2,000/ton
Cost: 1,500,000 / 10,000


Granted I think the alternate version is fun, it is just to overpowering for regular game play.

_________________
Stinger
If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Vagabond
Mercenary
Mr. Referee
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Joined: 04-Feb-2002 00:00
Posts: 5741
Location: United States
PostPosted: 26-Aug-2003 03:20    Post subject: RE: Avenger Reply to topic Reply with quote

its to powerful. realistic maybe, to powerfull definitly.

Maybe special built RAC/2 meets AP rounds meets LRM20.

HERES MY IDEA:

Avenger

Range: 6/14/24
Min: 3
Heat: special
Damage: 1 each
Weight: 10 tons
Crit: 5
Ammo: 60

Fire Rates: 2,5,10,15,20

Game Rules:

Treat the Avenger as a RAC. Including jamming and unjamming rules.

Resolve hits as per LRM's adding a -2 to the roll to a minimum of 2.

The avenger fires specialy designed AP rounds. Each time a locations hit add total avenger damage then roll for crit: 2 or less dmg no possible, 3-4 dmg minus 4, 5-9 dmg minus 3, 10-14 dmg minus 2, 15-20 dmg minus 1.

Do to the barrel's spin the weapon always generates heat. heat is based on fire rate: no fire 1, 2 fire 2 heat, 5 fire 4 heat, 10 fire 6 heat, 20 fire 11 heat.

Weapon can be linked to Target Computer.

Weapon not limited to weight class.

Ammo is consumed at a 1:1 rate. for each potential damage you consume 1 round.

What do you think?

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Stinger
The Knights of Chaos
General
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Joined: 30-Apr-2002 00:00
Posts: 1833
Location: United States
PostPosted: 26-Aug-2003 13:44    Post subject: RE: Avenger Reply to topic Reply with quote

Its interesting. A little to heavy for my tastes. I had originally designed it for light mechs but quickely changed it to something unusable by lights, medium and Heavy due to how powerful it was. I also rewrote the rules for it and tamed it down to what is mounted on the Warthog. Long range with decent hitting capability but with the chance to do a very minimal amount of damage as well. I think upping the weight of the avenger as it sits now is a good idea to mabey 7 or 8 tons. And shorten up the range to the same as a PPC. The alternate rules for it are just way to overpowering (I tested them and took out 4 assult mechs with a mech armed with them alone, Then I jumped into a lake with no armor and well that was that) and shouldnt be used. It also really slowed down game play.

_________________
Stinger
If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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