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Depth Charges
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Oafman
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PostPosted: 21-Nov-2003 13:29    Post subject: Depth Charges Reply to topic Reply with quote

I am a little behind on the current list of weapons out there, but I was wondering if anyone has ever tried to come up with rules for depth charges. I had drawn up rules back in about 1995 for them but have never used them. Was thinking along the lines of special munitions for the SRM-6. Any ideas out there? It is a pretty specialized weapon so I have not seen it under the normal rules that I have seen.


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Jade_Dragon
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PostPosted: 24-Nov-2003 09:29    Post subject: RE: Depth Charges Reply to topic Reply with quote

I would probably modify the A-Pod rules if I was going to creat depth charges.

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Oafman
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PostPosted: 24-Nov-2003 11:24    Post subject: RE: Depth Charges Reply to topic Reply with quote

I am not familiar with those. When I first drew up the rules 3050 had just come out. I will have to look up the rules for a-pods. Thanks for giving a direction to head. I had been attempting to set up a scenario that included an underwater base. SO with mechs spending time under water with subs and the like depth charges would be a necessity.

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Raven!
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PostPosted: 24-Nov-2003 12:13    Post subject: RE: Depth Charges Reply to topic Reply with quote

These were the rules I came up with for depth chargers a long time ago:

SRT - DC (Short Range Torpedo - Depth Charger)
Range: 1/2/3
Damage: 2/wh
Weight: As Launcher
Crits: As Launcher
Cost: As Regular Ammo and Launcher

How it works. During the movement phase of the turn, you set whatever depth you want them to go off at:

Example:
1 = Depth 1
2 = Depth 2
3 = Depth 3
4 = Depth 4
5 = Depth 5
X = Depth X

Where X is whatever.

This is the first action taken before ANY movement. The whole volley will detonate at that level.

Then you fire or not, but for now we'll say the rounds are i nthe water.

When you fire you are attacking a hex. The futher away the hex, the less likely you are to have a good clumping, and the more likely you'll do less damage. Unlike torpedo ammunition, Depth Chargers are usually fired in the air, but if fired underwater work the same. Just watch your depth!!!!!

Using compressed air or water the charges are blown out of the tubes where they splash into the water. Roll to hit the hex. If you miss use the scatter diagram for dive bombing. 1-2 is the hex to the left and forward of the target hex, 3-4 is straight ahead, and 5-6 is to the right of the target hex. The charges then sink down to the required depth and detonate.

For each unit in the hex at that depth, roll on the missile hit chart. This is the number of charges that were able to actually effect the unit.

I have even come up with rules for hiding submarines and firing fake torpedoes to confuse sensors! Smile

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Jade_Dragon
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PostPosted: 24-Nov-2003 12:43    Post subject: RE: Depth Charges Reply to topic Reply with quote

Raven, ever the man with way too much time on hand. Really you have given this matter entirely too much thought. However, at least you are willing to take an idea all the way.

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Oafman
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PostPosted: 24-Nov-2003 13:02    Post subject: RE: Depth Charges Reply to topic Reply with quote

That is essentially what I came up with, only I was using the SRM as the launch platform. So if you fired an SRM six with depth charge munitions, you would see how many actually sink in the hex that is aimed at. That put a more random effect into it. I was envisioning firing at groupings of mechs under water and having the possibility of hitting your own mechs if they are too close. I did not want to make them too powerful, since it is noramlly pretty easy to hit a hex.

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Jade_Dragon
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PostPosted: 24-Nov-2003 15:29    Post subject: RE: Depth Charges Reply to topic Reply with quote

If you use an SRM as a base and hit a hex, then anything in that hex even a lvl above and below the desired depth could be hit, friendly, foe or neutral, an area effect weapon is not picky.

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Raven!
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PostPosted: 24-Nov-2003 15:52    Post subject: RE: Depth Charges Reply to topic Reply with quote

Which was the fun thing about mine. Actually the reason I came up with those was because, when I was playing with the russians, I designed a few submarines that would go out on patrol around underwater bases and fire their Depth Chargers off at approaching mechs from out of range of torpedo and laser systems. Great fun. LIke a bombing run. ANd of course, continues checks for hull breaches never hurts.

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Oafman
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PostPosted: 25-Nov-2003 13:20    Post subject: RE: Depth Charges Reply to topic Reply with quote

That was the whole idea I was going for. I kept having visions in my head of WWII convoy ships dumping huge piles of charges around suspected subs. Not really shooting for straight damage. I was thinking of the morale/fear factor or not being sure if they would hit or not. Never underestimate the power of 2 points of damage with a lucky roll of 2 or 12.

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