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Fox-Tech's new 'Mech Rifles
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CO_17thRecon
Kell Hounds
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PostPosted: 22-Sep-2002 19:09    Post subject: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

Description:

I designed these as an alternative to the Machine Gun like autocannons. A weapon for the sniper in all of us if you will. They are slightly different from the ACs I based them off of, but are still balanced. Using them gives you better range and less weight, but a +1 to hit and less ammo. I guess it's more a veteran's weapon as regular troops would just miss. Anyway, enjoy and please give some feed back.



Light 'Mech Rifle

Mass: 5

Criticals: 3

Heat: 2

Damage: 2

Short: 9

Medium: 18

Long: 27

Ammo per ton: 20

Weapon Cost: 75,000

Ammo Cost: 1,000

Weapon BV: 44

Ammo BV: 6



Medium 'Mech Rifle

Mass: 7

Criticals: 5

Heat: 4

Damage: 5

Short: 7

Medium: 14

Long: 21

Ammo per ton: 16

Weapon Cost: 125,000

Ammo Cost: 4,500

Weapon BV: 71

Ammo BV: 9





Heavy 'Mech Rifle

Mass: 11

Criticals: 8

Heat: 6

Damage: 10

Short: 6

Medium: 12

Long: 18

Ammo per ton: 8

Weapon Cost: 200,000

Ammo Cost: 6,000

Weapon BV: 122

Ammo BV: 15

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Jarylan Blackwell



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CO_17thRecon
Kell Hounds
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PostPosted: 22-Sep-2002 19:53    Post subject: RE: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

NOTE: Currently, I am considering tinkering with ammo per ton allotment...
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Stinger
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PostPosted: 22-Sep-2002 23:56    Post subject: RE: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

I would do something to increase the damage as well. Sniper to me means one shot one kill. Or damn near close to killing in one shot. I would then decrease the ammo per ton to off set the high damage. Also add a couple of modifiers unless braced or sationary. Other than that I like the idea. I jpersonally have never considered the current Ac's machine guns. I have alwasy looked at them as our modernday artillery pieces, Ac20 would basically be a battle ship barrel and ammo with out the range, and so on.

Stinger
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CO_17thRecon
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PostPosted: 23-Sep-2002 14:55    Post subject: RE: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

I'm not a fan of head-chopper weapons, and the Gauss does that just fine as is. I meant sniper in that you shoot and can be reasonably certain that return fire will be inaccurate at best. And you should be able to swap these for any standard autocannon. ('Cept an AC/20, I am NOT giving that thing a longer range...) So here's an updated one, lemme know what you think people. I don't care if it's negative, so long some advice comes with it. Originally, they were based on Lvl 1 tech, with the upgrades this will make them Lvl 2-ish.

Light 'Mech Rifle
Mass: 5
Criticals: 3
Heat: 2
Damage: 2
Short: 10
Medium: 20
Long: 30
Ammo per ton: 40
Weapon Cost: 100,000
Ammo Cost: 2,000
Weapon BV: 41
Ammo BV: 5

Medium 'Mech Rifle
Mass: 7
Criticals: 5
Heat: 4
Damage: 5
Short: 8
Medium: 16
Long: 24
Ammo per ton: 25
Weapon Cost: 175,000
Ammo Cost: 6,000
Weapon BV: 81
Ammo BV: 10


Heavy 'Mech Rifle
Mass: 11
Criticals: 8
Heat: 5
Damage: 10
Short: 7
Medium: 14
Long: 21
Ammo per ton: 12
Weapon Cost: 275,000
Ammo Cost: 8,000
Weapon BV: 142
Ammo BV: 18


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Vagabond
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PostPosted: 24-Sep-2002 04:43    Post subject: RE: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

http://www.mordel.net/barandgrill/viewtopic.php?topic=130&forum=3&4

somethin i did early on.

your seem quite decent.

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CO_17thRecon
Kell Hounds
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PostPosted: 24-Sep-2002 11:08    Post subject: RE: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

Son of a gun...literally... I didn't catch that going through the archives last time. Sorry if I stole your thunder, Vagabond. ^_^

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Stinger
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PostPosted: 24-Sep-2002 12:58    Post subject: RE: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

Well I still like them. (I did before) I was wondering if they are going to get special ammo options?

Stinger
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Vagabond
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PostPosted: 24-Sep-2002 15:59    Post subject: RE: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

well yours are different in several manners, but use the same concept.... 1 shot long barrel rifle.

as for steelin my thunder nah. greet minds think alike.

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CO_17thRecon
Kell Hounds
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PostPosted: 24-Sep-2002 16:24    Post subject: RE: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

It's never enough for you, is it, Stinger? ^_^ Here you go, these are some of my ideas.

Incendiary Ammunition
Player applies a 5+ target when trying to start a fire, and inflicts 1 additional point of damage to infantry. Otherwise operates like normal rounds.

Air Burst Ammunition
With Air Burst ammunition, the player targets a hex for attack rather than a unit. All unarmored infantry units in that hex receive the normal rifle damage. Armored infantry receive 1 point of damage per trooper. Wheeled and hovercraft vehicles receive a wheel/air skirt critical hit. Tracked vehicles and BattleMechs are unaffected.

Magnetic Pulse Ammunition
I want to do something that increases heat but I don't even have the rule for Mag-Pulse missiles. Any ideas on how this one would work?

Any other munitions ideas?

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CO_17thRecon
Kell Hounds
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Joined: 10-Sep-2002 00:00
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PostPosted: 25-Sep-2002 11:59    Post subject: RE: Fox-Tech's new 'Mech Rifles Reply to topic Reply with quote

With this post, I officialy end my tinkering with the Rifles. There going to be official Lvl 3 tech around here.

Magnetic Pulse Ammunition
Ignore standtard damage. The Light 'Mech Rifle inflicts one point of heat and a +1 modifier to the opponent's gunnery target next turn. The Medium 'Mech Rifle inflicts three point of heat and a +2 modifier to the opponent's gunnery target next turn. The Heavy 'Mech Rifle inflicts five points of heat and a +2 modifier to the opponent's gunnery target next turn. No effect on infantry.

Well, it was fun. Feel free to post more ideas on the rifle if you like, I may support good ones, but I'm out of ideas of my own. Any techies who want to experiment with this stuff, go right ahead.

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Jarylan Blackwell



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