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Autocannon Ammunition Types
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Raven!
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PostPosted: 20-Sep-2005 01:33    Post subject: Autocannon Ammunition Types Reply to topic Reply with quote

Speaking of ammunition types, I have designed a few for regular autocannons. I even have some fluff text!

*****

MIM agents had for about six months, been aware of the development of new technology in the Inner Sphere. This development would push the Inner Sphere further ahead of the Periphery in terms of military power. As report of LB cannons and Ultra weapons reached the Magistry, it was determined that something needed to be done. To this end research and development turned to new ammunition types to reduce the gap between the Periphery and the Inner Sphere.

As reports spread through the Periphery of this new technology, or was introduced through mercenaries, the other powers adopted nearly similiar thoughts and approaches to the problem.

These are the results of their efforts.

Rocket Propelled Cannon Rounds
Introduced by the Outworlds Alliance, RP rounds are powerful weapons, and have proven useful in tank and aerospace weapon systems as well. Although bulky, many consider the increased range and power to be worth the side effects.

BattleTech Rules:
* Reduce ammuntion to 1/2 (round down).
* Increase damage by 1
* Increase short range by 1, recalculate medium and long range accordingly.

Short Range Assault Rounds
Designed by the Taurian Concordat, SRARs were invented for destroying the defenses their own laborers had spent so much time building. Taurian researchers determined that if Fed Suns troops ever did attack, they would probably capture and use the fortifications made by the Taurians. Therefore, small tanks would be outfitted with SRARs in order to launch a powerful and deadly counterattack.

BattleTech Rules:
* Can only be used by AC/20
* Increase damage by 50% (30 pnts)
* Range decreases 1 point (2/4/6)

Autocannon Mine Scattering System
Another weapon used by the Taurians, it is designed to scatter mine fields through the use of Autocannons rather then LRM systems. Although not extremely long ranged, the ACMSS has still proven effective for fast deployment of a minefield. It is predicted that such a system could be useful both strategically and defensively, forming a protective line as units retreat.

BattleTech Rules
* Can only be fired into Short Range
* Leave a minefield that has point value of weapon used. AC/10 leaves 10 point minefield.
* Can leave mines of all types.

Pilum Rounds
Large heavy rounds, the Pilum system takes a titanium/magnisium rod and fires it through the AC barrel at enemy machines. If it successfully hits an enemy in an arm or leg, it has the possibility of penetrating weak joint armor to damage and disable the mech. If used against a vehicle, it has a chance of destroying the vehicle outright. Pilum rounds were put into use by the Marian Hegemony.

BattleTech Rules
* Only one round. It is loaded into the barrel and weighs 0.5 tons. Once fired, thats it. Other rounds can only be carried if there is more then one autocannon.
* Roll on the critical hit table if you hit a vehicle or arm or leg. The weapon does 1/2 damage.

Mobile Fire Support System
This heavy modification of an Autocannon was developed by the Magistry of Canopus which took a total change approach to the problems they were facing. The end result was a powerful and new fully automatic weapon capable of pouring out a large number of HE rounds at targets. Usually compared to an oversized, fully automatic grenade launcher, the MFSS is a powerful weapon in the hands of Magistry troops.

BattleTech Rules:
* Weapon can only use MFSS ammunition.
* Weapon can fire Smoke and Illumination ammunition subtypes.
* Weapon is treated exactly the same except ranges are as follows:
AC/2 m4, 5/10/15
AC/5: m3, 4/8/12
AC/10: 3/6/9
AC/20: 2/4/6
* Weapon gains a +2 to hit due to high volume of fire
* Weapon only has 1/2 the ammunition of autocannons of its type.



[ This Message was edited by: Raven! on 2005-09-20 12:22 ]
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PostPosted: 20-Sep-2005 02:19    Post subject: RE: Autocannon Ammunition Types Reply to topic Reply with quote

A few things:


1. Maybe you should consider making the SRAR round more effective against fortifications/structures, instead of just plain deadly.

2. Consider renaming the Javelin Round the Pilum Round. A Pilum is a one-use version of the Javelin, and I think the name fits better with the munition described.

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Raven!
Clan Snow Raven
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Joined: 04-Feb-2002 00:00
Posts: 1326
Location: United States
PostPosted: 20-Sep-2005 12:21    Post subject: RE: Autocannon Ammunition Types Reply to topic Reply with quote

I decided to just make it super deadly because it is easier on the math. Also, fortification armor is treated the same as mech armor in the rules, soooo....

Also, an explosion of that magnitude, designed to penetrate armor, should technically do more damage against a Mech, due to the fact that mechs are a bit more structurally unsound then a fortification is. I.e. strong cement with steel reinforced foundation vs. two or four legs.

The Javalin to Pilum works, though you wouldn't get your javalin back till after the battle.

Raven!
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