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AT2 - Capital Missiles
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Vagabond
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Mr. Referee


Joined: 04-Feb-2002 00:00
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PostPosted: 04-Sep-2008 22:14    Post subject: AT2 - Capital Missiles Reply to topic Reply with quote

I have long believed that Cap Missiles have needed changing. 20, 30, and 40 BT damage for an item that masses at 50 tons is simply ridiculous. I can understand the Barracuda being low damage now because of its inherent -2 to-hit and ability to target fighters and small craft but the others have no excuse.

An Arrow IV is 1/5th of a ton and does 20 BT dmg on a hit. A AC/20 round is 20 BT Dmg and is also 1/5th of a ton or if its an AP Round 1/2 ton. Then why is a 50 ton missile doing such low damage and only big benefits are its range and armor piercing ability.

So ya, i think they need to be 10x more damage or all -2 to-hit with Bara get -3 or a better critical chance do to its so called hyper-velocity nature allowing it to punch through armor.

Anyway, not the topic of my post. just a rant.

I was thinking about alternate ammo types for Cap Missiles outside of Teleoperated.

My first are the Heavy Warhead and Super Heavy. The guidence system and fuel systems are reduced to allow a great payload. All missiles suffer a +1 to-hit, suffer an additional -1 on critical checks (Barracuda not effected), and do double damage for heavy warheads. All missiles suffer a +2 to-hit, suffer an additional -1 on critical checks, and do triple damage and Barracuda missiles can no longer target fighters freely for super heavy warheads. May not be Teleoperated but may be used in -T launchers using normal missile rules.

My second are Flak Missiles. The warheads heavy shaped charged is replaced with a multi-munitions shrapnel warhead. All missiles gain a -1 to-hit, all missiles may target fighters, consider a Capital Autocannon for critical chance rules, and consider the missiles as treating an amount of damage equal to: Barracuda - 2 LB 20-X, White Shark - 3 LB 20-X, and Killer Whale - 4 LB 20-X.


Now as i gotta go to class i'll add more later.
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