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New NARC ammunition type
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PostPosted: 24-Mar-2005 23:17    Post subject: New NARC ammunition type Reply to topic Reply with quote

EDIT: changed the text. Jammer Pods can now be used on any standard NARC launcher.

Jammer Pod
Level 2/3058
Cost: 3x normal (9,000 C-Bills/ton)
Jammer pods are a new weapon being deployed by the Inner Sphere in an attempt to negate the Clan's range advantage by disrupting their electronic systems.

Jammer Pods are an extremely complex weapon, but can still be fired from any standard NARC launcher system. They affix themselves to the exterior of the target, and begin to generate a high-powered, short-range electromagnetic field.

CBT effects: The afflicted unit suffers a +2 To-Hit penalty when firing all weapons, and advanced targeting and scanning systems (Artemis FCS and Beagle/Clan Probes) do not function.
Unfortunately, the pod generates an ECM field in the hex the unit it is attached to occupies, making the afflicted unit immune to the effects of the Artemis IV FCS, Beagle/Clan Probes, and NARC Beacons. If positioned properly, the afflicted unit can also disrupt C3 networks.

RPG effects: in addition to the effects stated above, in RPG games the Jammer Pod also cuts off communications to the afflicted 'mech.


[ This Message was edited by: Warhammer: 3025 on 2005-03-25 16:42 ]
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PostPosted: 25-Mar-2005 02:46    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

An interesting idea. I've been toying with a similar concept, but as an enhancement to the ECM suite. I like the idea of putting the thing in a Narc. I will complain about basing it on iNarc - almost nothing carries iNarc, making this hard to use. And only ComStar/WoB use it. Also, iNarc is 3060 technology, isn't it?

Quote:

On 2005-03-24 23:17, Warhammer: 3025 wrote:
Unfortunately, the pod generates an ECM field in the hex the unit it is attached to occupies, making the afflicted unit immune to the effects of the Artemis IV FCS, Beagle/Clan Probes, and NARC Beacons.


Artemis is disabled only while it is within the radius of an ECM suite. A Guardian has a range of six, meaning any Artemis within six hexes is disabled. Artemis outside of six hexes functions normally, regardless of target. An ECM bubble covering only the hex occupied by the E-Narced unit will not affect anyone else's Artemis. That's my understanding of the rule, but I'm quite sure that it's accurate. I'm not as sure about the effect on active probes, but I think it works the same way.

Besides the question mark with the ECM field and my annoyance with the iNarc base, I quite like the idea.

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PostPosted: 25-Mar-2005 03:03    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

Oh. I saw "NARC" and "Improved NARC" and just decided to go with the more advanced version of the system. If the I-NARC is only available to Comstar and Wobbies, then by all means, the Jammer Pod should be deployable by standard NARC systems.

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ralgith
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PostPosted: 25-Mar-2005 07:42    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

Umm, wasn't there a Jammer Pod for NARC in the MaxTech book??

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PostPosted: 25-Mar-2005 08:20    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

Moved to Design Submissions

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PostPosted: 25-Mar-2005 16:08    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

Quote:

On 2005-03-25 07:42, ralgith wrote:
Umm, wasn't there a Jammer Pod for NARC in the MaxTech book??



There is? Crap. Here I thought I was being original.

However, StarRaven raised a good question about ECM. Does anyone have an answer?

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PostPosted: 25-Mar-2005 16:30    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

Quote:

On 2005-03-25 02:46, StarRaven wrote:
Artemis is disabled only while it is within the radius of an ECM suite. A Guardian has a range of six, meaning any Artemis within six hexes is disabled. Artemis outside of six hexes functions normally, regardless of target. An ECM bubble covering only the hex occupied by the E-Narced unit will not affect anyone else's Artemis. That's my understanding of the rule, but I'm quite sure that it's accurate. I'm not as sure about the effect on active probes, but I think it works the same way.

Besides the question mark with the ECM field and my annoyance with the iNarc base, I quite like the idea.



You trace a line between the unit with Artemis and the target...if the line passes thru an ECM bubble the Artemis does not work. The same hold true for NARC and iNARC.

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PostPosted: 25-Mar-2005 17:16    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

Quote:

On 2005-03-25 16:30, chihawk wrote:
Quote:

On 2005-03-25 02:46, StarRaven wrote:
Artemis is disabled only while it is within the radius of an ECM suite. A Guardian has a range of six, meaning any Artemis within six hexes is disabled. Artemis outside of six hexes functions normally, regardless of target. An ECM bubble covering only the hex occupied by the E-Narced unit will not affect anyone else's Artemis. That's my understanding of the rule, but I'm quite sure that it's accurate. I'm not as sure about the effect on active probes, but I think it works the same way.

Besides the question mark with the ECM field and my annoyance with the iNarc base, I quite like the idea.



You trace a line between the unit with Artemis and the target...if the line passes thru an ECM bubble the Artemis does not work. The same hold true for NARC and iNARC.



And C3 / iC3

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PostPosted: 26-Mar-2005 05:15    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

Here's the second take:

Jammer Pod
Level 2/3058
Cost: 8,000 C-Bills/ton
Shots/ton: 2
Jammer pods are a new weapon being deployed by the Inner Sphere in an attempt to negate the Clan's range advantage by disrupting their electronic systems.

Jammer Pods are an extremely complex and heavy weapon, which restricts the number that can be carried, but they can still be fired from any standard NARC launcher system. They affix themselves to the exterior of the target, and begin to generate a high-powered, short-range electromagnetic field.

CBT effects: The afflicted unit suffers a +2 To-Hit penalty when firing all weapons, and advanced targeting and scanning systems (Artemis FCS and Beagle/Clan Probes) do not function.
Unfortunately, the pod generates an ECM field in the hex the unit it is attached to occupies, making the afflicted unit immune to the effects of the Artemis IV FCS, Beagle/Clan Probes, and NARC Beacons. If positioned properly, the afflicted unit can also disrupt C3 networks.

RPG effects: in addition to the effects stated above, in RPG games the Jammer Pod also cuts off communications to the afflicted 'mech.




I'm also considering whether the Pod can interfere with the functioning of an onboard ECM system in the same way it messes with Beagle or Clan probes.

Ideas? Suggestions?


[ This Message was edited by: Warhammer: 3025 on 2005-03-26 05:15 ]
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ralgith
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PostPosted: 26-Mar-2005 10:29    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

Well, I just got my Max Tech (revised)... and I couldn't find anything about the jammer pods in it. I know I've seen them somewhere before, maybe it was someone elses design submission heh. Dunno

I'll keep looking though hehehe.

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PostPosted: 11-Apr-2005 05:16    Post subject: RE: New NARC ammunition type Reply to topic Reply with quote

You were probably thinking of the Magnetic-Pulse Warhead out of the Tactical Handbook. It adds +3 To Hit on the turn after it hits, adds +2 to the target's heat on the turn that it hits, and is come in SRM and LRM varieties.

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