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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 07-Oct-2013 13:20 Post subject: AH-128 Hellfire |
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It is neigh impossible to create a 5 weapon VTOL that gives the same feel as an AH-64 Apache: a chain gun (lac/2 or 5), 2 rocket pods with 60+ rockets (lrm/10s at the least), and 2 heavy hitting single shot missiles (thunderbolts). This was the best I could do. I decided on an 8/12 mp movement profile so that it could use the TacOps rule allowing VTOLs to mount aerofighter munitions. In this case, a pair of LAA Missiles. This would slow the VTOL to 7/11 leaving enough to cruise for a +3 or flank for a +4.
Hellfire AH-128
Mass: 30 tons
Tech Base: Clan
Motive Type: VTOL OmniVehicle
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-E
Production Year: 3070
Cost: 1,642,500 C-Bills
Battle Value: 424
Power Plant: 100 Fuel Cell Engine
Cruise Speed: 86.4 km/h
Flanking Speed: 129.6 km/h
Armor: Ferro-Fibrous
Armament:
3 AP Gauss Rifles
1 Light Active Probe
1 ECM Suite
11.0 tons of pod space.
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 15 points 3.00
Engine: Fuel-Cell Engine 100 4.00
Cruise MP: 8
Flank MP: 12
Heat Sinks: Single Heat Sink 1 0.00
Control Equipment: 1.50
Lift Equipment: 3.00
Armor: Ferro-Fibrous AV - 67 3.50
Armor
Factor
Front 21
Left/Right 16/16
Rear 12
Rotor 2
================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
3 AP Gauss Rifles FR 3 3 1.50
Light Active Probe BD 0 1 0.50
ECM Suite BD 0 1 1.00
@AP Gauss Rifle (40) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 4
8 1 1 0 0 1 0 Structure: 1
Special Abilities: OMNI, LPRB, RCN, ECM, CASE, EE
================================================================================
Loadout Name: Main Cost: 2,592,500
Tech Rating/Era Availability: F/X-X-E BV2: 1,180
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 LRM-10s FR 8 2 5.00
2 Streak SRM-4s FR 6 2 4.00
Light Active Probe BD 0 1 0.50
ECM Suite BD 0 1 1.00
@AP Gauss Rifle (40) BD - 0 1.00
@LRM-10 (12) BD - 0 1.00
@Streak SRM-4 (25) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 12
8 1 1 1 0 1 3 Structure: 1
Special Abilities: OMNI, LPRB, RCN, ECM, CASE, EE
================================================================================
Loadout Name: Anti-Armor Cost: 2,492,500
Tech Rating/Era Availability: F/X-X-E BV2: 1,125
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 Streak SRM-6s FR 8 2 6.00
2 ATM-3s FR 4 2 3.00
Light Active Probe BD 0 1 0.50
ECM Suite BD 0 1 1.00
@AP Gauss Rifle (40) BD - 0 1.00
@Streak SRM-6 (15) BD - 0 1.00
@ATM-3 (HE) (20) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 11
8 1 1 1 0 1 4 Structure: 1
Special Abilities: OMNI, LPRB, RCN, ECM, CASE, EE
================================================================================
Loadout Name: Anti-Personel Cost: 2,542,500
Tech Rating/Era Availability: F/X-X-E BV2: 1,112
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 LRM-10s FR 8 2 5.00
2 SRM-6s FR 8 2 3.00
Light Active Probe BD 0 1 0.50
ECM Suite BD 0 1 1.00
@AP Gauss Rifle (40) BD - 0 1.00
@LRM-10 (Frag) (12) BD - 0 1.00
@SRM-6 (Frag) (15) BD - 0 1.00
@SRM-6 (Inferno) (15) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 11
8 1 1 1 0 1 3 Structure: 1
Special Abilities: OMNI, LPRB, RCN, ECM, CASE, EE
================================================================================
Loadout Name: Close Air Support Cost: 1,862,500
Tech Rating/Era Availability: F/X-X-F BV2: 570
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 Mech Mortar 4s FR 10 2 7.00
2 Streak SRM-2 (iOS)s FR 4 2 1.00
Light Active Probe BD 0 1 0.50
ECM Suite BD 0 1 1.00
@AP Gauss Rifle (40) BD - 0 1.00
@Mortar 4 (Airburst) (6) BD - 0 1.00
@Mortar 4 (Anti-Personnel) (6) BD - 0 1.00
@Mortar 4 (Armor Piercing) (6) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
8 1 1 1 0 1 1 Structure: 1
Special Abilities: OMNI, LPRB, RCN, ECM, CASE, EE
================================================================================
Loadout Name: Fire Support Cost: 2,392,500
Tech Rating/Era Availability: F/X-X-E BV2: 613
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 LB 2-X ACs FR 2 2 10.00
Light Active Probe BD 0 1 0.50
ECM Suite BD 0 1 1.00
@AP Gauss Rifle (40) BD - 0 1.00
@LB 2-X (Cluster) (45) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
8 2 2 1 0 1 0 Structure: 1
Special Abilities: OMNI, LPRB, RCN, ECM, CASE, EE
================================================================================
Loadout Name: Fire Support ID Cost: 3,017,500
Tech Rating/Era Availability: F/X-X-E BV2: 1,247
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 LRM-15s FR 10 2 7.00
Artemis IV FCS FR - 0 2.00
Light Active Probe BD 0 1 0.50
ECM Suite BD 0 1 1.00
@AP Gauss Rifle (40) BD - 0 1.00
@LRM-15 (Artemis) (16) BD - 0 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 12
8 1 1 1 0 1 3 Structure: 1
Special Abilities: OMNI, LPRB, RCN, ECM, CASE, EE
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
[Last edited by Vagabond on 07-Oct-2013 14:07; edited 2 times in total]
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 07-Oct-2013 13:23 Post subject: AH-128D Hellfire Stilleto |
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This was actually the original version, but i made a less experimental version as a origin unit. This 'upgrade' has more advanced armor and the NOVA CEWS. FLA armor completely negates the risk and bothers of LBX while making the unit overall harder to kill. Nova for those who have been out of the loop is a combined electronics warfare system that has a half-range Clan ECM (3 hexes), a half-range Active Probe (3 hexes?), and a dynamic C3i that can link up to 3 units at a time. The dynamic aspect allows units to leave or enter the network each turn, so you can fill holes if you loose a unit. I also make more extensive use of iATMs, ATMs with Streak capability.
Hellfire Stilleto AH-128D
Mass: 30 tons
Tech Base: Clan
Motive Type: VTOL OmniVehicle
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F
Production Year: 0
Cost: 5,265,000 C-Bills
Battle Value: 1,199
Power Plant: 100 Fuel Cell Engine
Cruise Speed: 86.4 km/h
Flanking Speed: 129.6 km/h
Armor: Ferro-Lamellor
Armament:
2 LRM-10s
2 iATM-3s
3 AP Gauss Rifles
2 Streak SRM-2 (iOS)s
1 Nova CEWS
0.0 tons of pod space.
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 15 points 3.00
Engine: Fuel-Cell Engine 100 4.00
Cruise MP: 8
Flank MP: 12
Heat Sinks: Single Heat Sink 1 0.00
Control Equipment: 1.50
Lift Equipment: 3.00
Armor: Ferro-Lamellor AV - 49 3.50
Armor
Factor
Front 15
Left/Right 11/11
Rear 10
Rotor 2
================================================================================
Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
Nova CEWS BD 2 1 1.50
@AP Gauss Rifle (40) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: ??
8 1 1 0 0 1 0 Structure: 1
Special Abilities: OMNI, CASE, EE
================================================================================
Loadout Name: Main Cost: 5,265,000
Tech Rating/Era Availability: F/X-X-F BV2: 1,199
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 iATM-3s FR 4 2 3.00
2 LRM-10s FR 8 2 5.00
2 Streak SRM-2 (iOS)s FR 4 2 1.00
Nova CEWS BD 2 1 1.50
@AP Gauss Rifle (40) BD - 0 1.00
@iATM-3 (HE) (20) BD - 0 1.00
@LRM-10 (12) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 12
8 1 1 1 0 1 3 Structure: 1
Special Abilities: OMNI, CASE, EE
================================================================================
Loadout Name: Anti-Armor Cost: 5,505,000
Tech Rating/Era Availability: F/X-X-F BV2: 1,233
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 iATM-6s FR 8 2 7.00
2 SRM-2s FR 4 2 1.00
Nova CEWS BD 2 1 1.50
@AP Gauss Rifle (40) BD - 0 1.00
@iATM-6 (HE) (20) BD - 0 2.00
@SRM-2 (Inferno) (50) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 12
8 1 1 1 0 1 3 Structure: 1
Special Abilities: OMNI, CASE, EE
================================================================================
Loadout Name: Anti-Personel Cost: 4,805,000
Tech Rating/Era Availability: F/X-X-F BV2: 1,033
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
7 AP Gauss Rifles FR 7 7 3.50
2 LRM-10s FR 8 2 5.00
Nova CEWS BD 2 1 1.50
@AP Gauss Rifle (80) BD - 0 2.00
@LRM-10 (Frag) (12) BD - 0 1.00
@LRM-10 (12) BD - 0 1.00
@LRM-10 (Smoke) (12) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 10
8 1 1 1 0 1 3 Structure: 1
Special Abilities: OMNI, CASE, EE
================================================================================
Loadout Name: Close Air Support Cost: 4,425,000
Tech Rating/Era Availability: F/X-X-F BV2: 522
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 Mech Mortar 4s FR 10 2 7.00
2 Streak SRM-2 (iOS)s FR 4 2 1.00
Nova CEWS BD 2 1 1.50
@AP Gauss Rifle (40) BD - 0 1.00
@Mortar 4 (Airburst) (6) BD - 0 1.00
@Mortar 4 (Anti-Personnel) (6) BD - 0 1.00
@Mortar 4 (Armor Piercing) (6) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 5
8 1 1 1 0 1 1 Structure: 1
Special Abilities: OMNI, CASE, EE
================================================================================
Loadout Name: Fire Support Cost: 4,955,000
Tech Rating/Era Availability: F/X-X-F BV2: 566
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 LB 2-X ACs FR 2 2 10.00
Nova CEWS BD 2 1 1.50
@AP Gauss Rifle (40) BD - 0 1.00
@LB 2-X (Cluster) (45) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
8 2 2 1 0 1 0 Structure: 1
Special Abilities: OMNI, CASE, EE
================================================================================
Loadout Name: Fire Support ID Cost: 5,250,000
Tech Rating/Era Availability: F/X-X-F BV2: 498
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
2 LRM-5 (iOS)s FR 4 2 1.00
Nova CEWS BD 2 1 1.50
2 LRM-15s BD 10 2 7.00
2 Recon Cameras BD 0 2 1.00
@AP Gauss Rifle (40) BD - 0 1.00
@LRM-15 (8) BD - 0 1.00
@LRM-15 (Swarm) (8) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 5
8 1 1 1 0 1 2 Structure: 1
Special Abilities: OMNI, CASE, EE
================================================================================
Loadout Name: Scout Cost: 5,330,000
Tech Rating/Era Availability: F/X-X-F BV2: 819
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 AP Gauss Rifles FR 3 3 1.50
TAG FR 0 1 1.00
Remote Sensor Dispenser FR 0 1 0.50
Narc Launcher FR 0 1 2.00
iATM-6 FR 4 1 3.50
Nova CEWS BD 2 1 1.50
2 Recon Cameras BD 0 2 1.00
@AP Gauss Rifle (40) BD - 0 1.00
@Narc (Homing) (12) BD - 0 2.00
@iATM-6 (10) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 8
8 1 1 1 0 1 2 Structure: 1
Special Abilities: OMNI, TAG, SNARC, CASE, EE
NOTE: One of the 2 Recon Cameras on the Fire Support ID is actually a VTOL Mast Mount and the 2nd is either mounted on the mast or on the front depending upon how you rule what can go on a mast mount. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 07-Oct-2013 14:15 Post subject: AH-128 Hellfire |
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Heh, I'vealready tried something similar. If you want to replicate the Hydra pods, then simple RLs are your best friends, as these rockets are unguided and intended to be launched in volleys anyway. RL 10s would be the best probably as they allow for single pod to be emptied at once or half and half. Finding a Hellfire equivalent might prove trickier, but thunderbolt 5s or ATMs could do it.
Here is my older attempt to replicate combat helicopters:
www.mordel.net/barandgrill.php?redirect=viewtopic&p=91223 _________________ The dragon NEVER sleeps!
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 07-Oct-2013 14:47 Post subject: Re: AH-128 Hellfire |
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Sleeping Dragon wrote: | Heh, I'vealready tried something similar. If you want to replicate the Hydra pods, then simple RLs are your best friends, as these rockets are unguided and intended to be launched in volleys anyway. RL 10s would be the best probably as they allow for single pod to be emptied at once or half and half. Finding a Hellfire equivalent might prove trickier, but thunderbolt 5s or ATMs could do it.
Here is my older attempt to replicate combat helicopters:
www.mordel.net/barandgrill.php?redirect=viewtopic&p=91223 |
I looked at the RL but had a issue with the item slots. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 07-Oct-2013 18:10 Post subject: Re: AH-128 Hellfire |
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Well, if it reqlly was an Apache remake, then you are dealing with four 19 rocket pods of Hydra pods total. The item limit is 5 items + 1 per 5 tons of weight. At worst you can still ise RL 20s or 15s.
One more thing - as you are willing to go for clan/mixed tech I'd recommed trying protomech ACs for the chin gun. _________________ The dragon NEVER sleeps!
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 08-Oct-2013 06:01 Post subject: Re: AH-128 Hellfire |
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Sleeping Dragon wrote: | Well, if it reqlly was an Apache remake, then you are dealing with four 19 rocket pods of Hydra pods total. The item limit is 5 items + 1 per 5 tons of weight. At worst you can still ise RL 20s or 15s.
One more thing - as you are willing to go for clan/mixed tech I'd recommed trying protomech ACs for the chin gun. |
i looked at protomech ac's and decided against them. without special ammos like the LAC its still to heavy for its effect. I just imagine the 3 AP Gauss in a triple barrel rotary arrangement in my head. and you are correct on the on the RL/20. I decided on the LRM/10 partially because it is a clan machine by choice so no RL's and partially because of weight to effect. Twin 10's allows for 20 missiles per turn for 6 turns. Lets just say that their is a rate of fire limiter in the fire control, lol. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 08-Oct-2013 07:05 Post subject: Re: AH-128 Hellfire |
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The same goes for Hellfire missiles. I've checked this with people watching current military tech and current Apache can fire all 16 Hellfires at once if working in radar guided mode. ATMs would probably work fine as a low weight analogue. Battletech weapon equivalents have long been a problem when trying to make anything. _________________ The dragon NEVER sleeps!
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 08-Oct-2013 12:16 Post subject: AH-128 Hellfire |
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yup, we just use what we can that seems to fit. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 08-Oct-2013 13:54 Post subject: AH-128 Hellfire |
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I wonder if aerotech bombs could provide a way around the heavy-hitting missile problem, namely LAA missiles, that don't weigh that much and can be used to attack anything but the infantry.
The missile says that an aerospace unit can use them to attack, but bombs in general allow to be equipped on anything that is flight capable and equipped with hardpoints. Provided that we had used VTOL as an aero unit... (is that possible?). _________________ The dragon NEVER sleeps!
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 08-Oct-2013 14:47 Post subject: Re: AH-128 Hellfire |
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Sleeping Dragon wrote: | I wonder if aerotech bombs could provide a way around the heavy-hitting missile problem, namely LAA missiles, that don't weigh that much and can be used to attack anything but the infantry.
The missile says that an aerospace unit can use them to attack, but bombs in general allow to be equipped on anything that is flight capable and equipped with hardpoints. Provided that we had used VTOL as an aero unit... (is that possible?). |
TacOps has rules that give VTOLs hardpoints as if they were Aero for no cost.
Issue is LAAs cost 2 hardpoints per missile. But a ground attack missile could be made. A LAA does 6 dmg to medium aero range for 2hp. A bomb does 10 dmg at 0 range for a 1hp.
So a missile using 1hp would likely be 3 dmg and medium range. A ground attack missile could be configured for 6 dmg out to short range for 1 hp. maybe an even 5 with a -1 to-hit.
maybe, make a OS weapon version for 1t and 1 crit. heat 2, range 3/6/9. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 08-Oct-2013 16:20 Post subject: Re: AH-128 Hellfire |
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Actually LAA can be used to attack ground targets. Just having some tonnage free and some extra hardpoints could do the trick. _________________ The dragon NEVER sleeps!
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 08-Oct-2013 18:07 Post subject: Re: AH-128 Hellfire |
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Sleeping Dragon wrote: | Actually LAA can be used to attack ground targets. Just having some tonnage free and some extra hardpoints could do the trick. |
at +7 to-hit. +4 ground target, +3 below altitude 4. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 08-Oct-2013 23:53 Post subject: Re: AH-128 Hellfire |
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Aww, I should have read the AAA description more carefully. And here I almost thought that Battletech has done the current missile equivalent right.
Personally I think 1hp, 0,5 t 3/7/14/21 or at least 5/10/15 and 5 damage would be about right (technically a pod mounted RL with concentrated damage and guided - missile would be more like thunderbolt 5). _________________ The dragon NEVER sleeps!
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 09-Oct-2013 01:13 Post subject: Re: AH-128 Hellfire |
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Sleeping Dragon wrote: | Aww, I should have read the AAA description more carefully. And here I almost thought that Battletech has done the current missile equivalent right.
Personally I think 1hp, 0,5 t 3/7/14/21 or at least 5/10/15 and 5 damage would be about right (technically a pod mounted RL with concentrated damage and guided - missile would be more like thunderbolt 5). |
well, i'm hesitant to do more than medium range in Aero as that is what the LAA has at 2 hp. Though... 2hp is about 1t. A 1t OS missile doing 5 dmg out to 15 hexes is not to bad; though, A 0.5t OS missile doing 5 dmg out to 9 hexes seems better for some purposes.
LGA Missile
Hardpoint 0 heat 5 dmg 0/3/6/9 (short) hexes 1 hp 0 crit
OS x1 2 heat 5 dmg 0/3/6/9 hexes 0.5t weight 1 crit ROF x1
OS x2 2 heat 5 dmg 0/3/6/9 hexes 1t weight 1 crit ROF x2
OS x4 2 heat 5 dmg 0/3/6/9 hexes 2t weight 2 crit ROF x4
None hardpoint versions of this weapon follows the same rules as Rotary AC except for weapons jam.
You cold also add the effects of tandem-charge ammo to the warhead: roll for crit with a -2 mod. I don't think that makes it to powerful. Maybe even several warheads: standard, artimies IV/V, Tandem-charge, heat seeking, and ARAD. Artimies IV would be mainly used on the 2 and 4 shot version for the +2 cluster mod on the cluster check.
Hell, i like this idea as a whole.
Hydra-10 Rocket Pod (8 cluster)
Hardpoint 0 heat 1/msl dmg 0/5/11/18 hexes 1 hp 0 crit
OS x1 2 heat 1/msl dmg 0/5/11/18 hexes 0.5t weight 1 crit ROF x1
OS x2 2 heat 1/msl dmg 0/5/11/18 hexes 1t weight 1 crit ROF x2
OS x4 2 heat 1/msl dmg 0/5/11/18 hexes 2t weight 2 crit ROF x4
Warheads: standard, flechette, incendiary, smoke, and airburst. airburst are a mech mortar munition and this warhead obeys all the rules of that round but rolls on the 4 cluster row to determine damage. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 09-Oct-2013 02:35 Post subject: Re: AH-128 Hellfire |
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I was originally looking for RLs as Hydra equivalent (which is still a rather rough comparison)
They can fire 10 1 damage rockets with to-hit and missile number penalties for 1 item and 0.5 tons (Personally I fail to see why RL-15s and 20 range drops and weight increases this rapidly). One ton OS missile with 5 damage sucks IMO. Especially when with four tons I can already have Thunderbolt 5 with 20+ of them with far better range. I'm not against 2 hardpoint limit per missile though, with bomb bay there is a way around that and it prevents ading them en masse. If every missile, even in bay counted against item limit, the it wouldn't be too OP to keep them at 0.5 t per missile IMO. _________________ The dragon NEVER sleeps!
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