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Scorpion SCP-10-s
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Steel-Scorpion
Steel Scorpion Mercs.
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PostPosted: 22-Nov-2003 15:41    Post subject: Scorpion SCP-10-s Reply to topic Reply with quote

Technology Base: 3055/3058 
Tonnage: 55 

Equipment   Mass   				55

Internal Structure:                            5.5   

Engine:         330                            24.5   

      Walking MP: 6      

      Running MP: 9      

      Jumping MP: 0    

Heat Sinks:         10                         0   

Gyro:                                          4   

Cockpit:                                       3   

Armor Factor:                112               7   

Armor Type:                 Standard     



                              IS                AV

  Head                         3                8   

  Center Torso                18                24   

  Center Torso (rear)                           8   

  R/L Torso                    13               11   

  R/L Torso (rear)                              5   

  R/L Front Legs              13                10   

  R/L Rear Legs               13                10   


 
Wpns and Ammo               Loc      Crit     Ton   



Stinger Cannon              RT        5        8   

LRM 5 *SMX*                 LT        1        2   

LRM 5 (Ammo 24)             LT        1        1 
  


The SMX missles use a Flamable version of "AX" acid warheads,
they Both Burn and Corrode.
The SMX compound is not explosive,
and has little to no effect on Glass or Plastics.


[ This Message was edited by: Steel-Scorpion on 2003-11-25 23:58 ]
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Steel-Scorpion
Steel Scorpion Mercs.
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Joined: 17-Nov-2003 00:00
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PostPosted: 22-Nov-2003 16:10    Post subject: Stinger Cannon? Reply to topic Reply with quote

Yes. it says stinger Cannon.

Particle Projector Cannons are not much more than Big Lightining guns, The Stinger Cannon is Similar, although a bit larger and heavier. This "Old School" approach uses Plasma and Magnets instead of Ion/Proton Technology. Although it looks much like a PPC, the Stinger has Plasma Generator that creates the Plasma the Cannon uses in its operations. It can be fired Much like a Flamer if the Pilot desires out to a range of 6 hexes, almost assuridly igniting any flamable material in the Line-of-Fire. Used Normaly the Stinger literaly lobbs a globe High energy plasma to its extreem range at which point the globe loses its coheasion and falls apart, creating a small smokeless fire that ends in the begining of that player next Movement phaze. Criitical Hits agains the Stinger Cannon cause a plasma eruption similar to that of the PPC, but quite as violent, only 10 points of dammage.

Heat/Damage 8 heat / 9 damage+2Heat pts
Range: Short/Medium/Long/Extreem
0-5/6-9/10-14/15-18


[ This Message was edited by: Steel-Scorpion on 2003-11-24 03:07 ]
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Nightmare
Lyran Alliance
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PostPosted: 23-Nov-2003 00:43    Post subject: RE: Stinger Cannon? Reply to topic Reply with quote

Hmm, might be interesting with some more work. What's the BV of that weapon? And why is it explosive when standard PPCs aren't? How much heat and damage does it cause if used in "flamer" mode?

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Stinger
The Knights of Chaos
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PostPosted: 23-Nov-2003 01:41    Post subject: RE: Stinger Cannon? Reply to topic Reply with quote

Interesting Im also curious to the weight and crit space of the weapon.



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Steel-Scorpion
Steel Scorpion Mercs.
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PostPosted: 23-Nov-2003 04:18    Post subject: RE: Stinger Cannon? Reply to topic Reply with quote

Weight is 16000 lbs., or Eight [8] Tons.

Critical Allotment is Four [4] Spaces for a Mech, or One Vehicle space.

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Steel-Scorpion
Steel Scorpion Mercs.
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Joined: 17-Nov-2003 00:00
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PostPosted: 23-Nov-2003 04:29    Post subject: Scorpion SCP-10-t Reply to topic Reply with quote

Technology Base: 3055/3058 
Tonnage: 55 

Equipment   Mass   	   	        55

Internal Structure:                            5.5   

Engine:         330                            24.5   

      Walking MP: 6      

      Running MP: 9      

      Jumping MP: 0    

Heat Sinks:         10                         0   

Gyro:                                          4   

Cockpit:                                       3   

Armor Factor:                112               7   

Armor Type:                 Standard     



                              IS                AV

  Head                         3                8   

  Center Torso                18                24   

  Center Torso (rear)                           8   

  R/L Torso                    13               11   

  R/L Torso (rear)                              5   

  R/L Front Legs              13                10   

  R/L Rear Legs               13                10   


 
Wpns and Ammo               Loc      Crit     Ton   



C.L.A.W.  Cannon              RT        5        5   

Ammo-C.L.A.W. (18)             RT        3        3

LRM 5 *AX*                    LT        1        2   

LRM 5 (Ammo 24)              LT        1        1 




[ This Message was edited by: Steel-Scorpion on 2003-11-23 04:31 ]
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Steel-Scorpion
Steel Scorpion Mercs.
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PostPosted: 23-Nov-2003 05:26    Post subject: C.L.A.W. Cannon Reply to topic Reply with quote

Lighter and less bulky than a Gauss Rifle the C.L.A.W. makes use of the same technology to propel its Highly concussive munitions to the target [C.L.A.W. = Concussive Light Artillery Weapon]. Anti-missile systems may not engage the munitions because of the munitions muzzle velocity. The Munition looks like a small Arrow IV missile made of shiny Nickle, with a sensor in the nose. Mech Pilots must roll to remain standing, and roll on the Consciousness Table. Base number to remain standing is 5 [quads need only a 2]. The munitions are easy to produce and the lack of propellant means more explosives per munition, and vertualy no chance of miss-fire.

Heat: 3
Damage: 10/5 (concussion wave)
Range:
~Short / Medium / Long / Extreme
~0-5 / 6-10 / 11-15 / 16-18
Ammo per Ton: 6 [the munitions' bulky]
Crit: 5
Ton: 5


[ This Message was edited by: Steel-Scorpion on 2003-11-23 05:29 ]
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"A 'Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."Aleksandr Kerensky — On the Atlas
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Steel-Scorpion
Steel Scorpion Mercs.
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PostPosted: 23-Nov-2003 16:33    Post subject: RE: Stinger Cannon? Reply to topic Reply with quote

Like Normal except.

4 heat
3 damage

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Steel-Scorpion
Steel Scorpion Mercs.
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Joined: 17-Nov-2003 00:00
Posts: 217
Location: United States
PostPosted: 23-Nov-2003 17:13    Post subject: Scorpion SCP-11-v Reply to topic Reply with quote

Type: Scorpion SCP-11-v
Technology Base: 3055/3058 
Tonnage: 55 

Equipment   Mass     	          55

Internal Structure:                            5.5   

Engine:         330 XL                         12.5   

      Walking MP: 6      

      Running MP: 9      

      Jumping MP: 0    

Heat Sinks:              13 [26]              3   

Gyro:                                          4   

Cockpit:                                       3   

Armor Factor:                112               7   

Armor Type:                 Standard     



                              IS                AV

  Head                         3                8   

  Center Torso                18                24   

  Center Torso (rear)                           8   

  R/L Torso                    13               11   

  R/L Torso (rear)                              5   

  R/L Front Legs              13                10   

  R/L Rear Legs               13                10   


 
Wpns and Ammo               Loc      Crit     Ton   



PPC                                 RT        3        7  

Medium Laser                  RT       1        1   

Medium Laser                  RT        1        1   

PPC                                 LT        3        7  

Medium Laser                  LT        1        1   

Medium Laser                  LT        1        1   

Medium Laser                  CT(R)   1        1   

Medium Laser                  CT(R)   1        1   



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"A 'Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."Aleksandr Kerensky — On the Atlas
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Vagabond
Mercenary
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PostPosted: 23-Nov-2003 18:04    Post subject: RE: C.L.A.W. Cannon Reply to topic Reply with quote

Quote:

On 2003-11-23 05:26, Steel-Scorpion wrote:
Lighter and less bulky than a Gauss Rifle the C.L.A.W. makes use of the same technology to propel its Highly concussive munitions to the target [C.L.A.W. = Concussive Light Artillery Weapon]. Anti-missile systems may not engage the munitions because of the munitions muzzle velocity. The Munition looks like a small Arrow IV missile made of shiny Nickle, with a sensor in the nose. Mech Pilots must roll to remain standing, and roll on the Consciousness Table. Base number to remain standing is 5 [quads need only a 2]. The munitions are easy to produce and the lack of propellant means more explosives per munition, and vertualy no chance of miss-fire.

Heat: 3
Damage: 10/5 (concussion wave)
Range:
~Short / Medium / Long / Extreme
~0-5 / 6-10 / 11-15 / 16-18
Ammo per Ton: 6 [the munitions' bulky]
Crit: 5
Ton: 5



don't like it.

to light, to damaging, and to far reaching. other then crits and heat this thing outperforms a large laser. not to mention out strips any autocannon in existence. its just to unbalanced. nice idea, but just dosen't cut the bacon.

Ok this should be ATLEAST 12 tons, if not 15. the crits are good but mention capacitor explosions. personel i'd keep the same crits as a guass.

your damage is good, but nock off the /5. i'm assuming this is an artillery style damage and thus does 10pts to all in target hex. as for the pilot skill roll, thats kool to have, yet instead of having a base give a modifier. say like +1 or +2. consciousness roll throw out the window as its not a good idea to ask for that and a pilot roll. now you could say that this weapon does 4d6 vs unarmored infantry do to its ability to stun and nock out infantry. but to applie that to armored units is asking alot of people.

as for your range, thats cool if you do the above changes. thou i'd add a minimum range of 2.

Ammo is good thou i myself would use either 5 or 4 as you'll need a WHOLE lotta boom to produce your shockwave.

So that my 2 c-bills.

welcome to the BnG.


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Vagabond
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PostPosted: 23-Nov-2003 18:21    Post subject: RE: Scorpion SCP-10-s Reply to topic Reply with quote

Quote:

The SMX missles use a Flamable version of "AX" acid warheads,
they Both Burn and Corrode.
The SMX compound is not explosive,
and has little to no effect on Glass or Plastics.



Should be treated as Inferno Missiles for ammo crits and heat effects. i do hope that it does half the heat of an inferno and halfd the damage of an AX warhead.

overall not a bad idea but defintly a specilized idea. maybe to specilized for military application, who knows.

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Vagabond
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PostPosted: 23-Nov-2003 18:42    Post subject: RE: Stinger Cannon? Reply to topic Reply with quote

Quote:

On 2003-11-22 16:10, Steel-Scorpion wrote:
Yes. it says stinger Cannon.

Particle Projector Cannons are not much more than Big Lightining guns, The Stinger Cannon is Similar, although a bit larger and heavier. This "Old School" approach uses Plasma and Magnets instead of Ion/Proton Technology. Although it looks much like a PPC, the Stinger has Plasma Generator that creates the Plasma the Cannon uses in its operations. It can be fired Much like a Flamer if the Pilot desires out to a range of 6 hexes, almost assuridly igniting any flamable material in the Line-of-Fire. Used Normaly the Stinger literaly lobbs a globe High energy plasma to its extreem range at which point the globe loses its coheasion and falls apart, creating a small smokeless fire that ends in the begining of that player next Movement phaze. Criitical Hits agains the Stinger Cannon cause a plasma explosion similar to that of the PPC, but quite as violent, only 10 points of dammage.

Heat/Damage 8 heat / 9 damage+2Heat pts
Range: Short/Medium/Long/Extreem
0-5/6-9/10-14/15-18



ok.... you got darn good ideas, yet your applications of this idea are a little off for direct use in a BT universe. heres my ideas to make it fit.

first nice descripe, thou it seems you have adapted the failed PPCs of the MW2 series. you might try rewritting this up to c;learify your idea.

second this things WAY to cool. lets up the heat to hmmmm... 12. thats a nice number.

third lets adjusted the damnage to 8 or 10, i'd go with 8. this is just to get a nice even number. its annoying to mark off 9 boxes. so this adjustment is merrily cosmetic.

fourth range. everyone likes nice rounded range numbers. 3/6/9, 4/8/12, 5/10/15. so lets go with 5/10/15.

fifth lets list weight and crits. i'd go with 8 tons and 5 criticals. maybe even 9 tons.

your bonus heat is good.

now i'd remove the explosion idea, or counter it by balancing it off by increasing something else. if you keep it i'd increase damage to 10 and heat to 5.

the flamer idea is kool, but i'd wouldn't say it catches everything on fire up to 6 hexes. what i'd do is instead of everything treat it like an oversized super flamer. direct fire with range 1/3/5 and does 8 heat. if using explosion up it to 10.

so that my 2 c-bills. you've got great ideas just need to applie them compared to everything else.

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Nightmare
Lyran Alliance
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PostPosted: 24-Nov-2003 00:52    Post subject: RE: C.L.A.W. Cannon Reply to topic Reply with quote

Quote:

On 2003-11-23 18:04, Vagabond wrote:
Quote:

On 2003-11-23 05:26, Steel-Scorpion wrote:
Lighter and less bulky than a Gauss Rifle the C.L.A.W.



your damage is good, but nock off the /5. i'm assuming this is an artillery style damage and thus does 10pts to all in target hex. as for the pilot skill roll, thats kool to have, yet instead of having a base give a modifier. say like +1 or +2. consciousness roll throw out the window as its not a good idea to ask for that and a pilot roll. now you could say that this weapon does 4d6 vs unarmored infantry do to its ability to stun and nock out infantry. but to applie that to armored units is asking alot of people.



Then again, he doesn't say WHICH mech pilots get to roll for standing and consciousness Maybe this is a HGR-style beast that knocks the user down if he's not careful? The incredible shock of firing the round (too fast for AMS, remember) could certainly be seen as dangerous.

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Steel-Scorpion
Steel Scorpion Mercs.
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PostPosted: 24-Nov-2003 03:20    Post subject: Vagabonds Critique Reply to topic Reply with quote

Thank you for your critique of my weapons systems. They were developed through RP and by a group of players, The CLAW cannon was developed and refined over and over again, over two years of play, on weekend games. I will notate your critique, and see if they work more according to my knowledge of whats going on. Mind you the CLAW is only one of two cannons made, the sister cannon is still held by the Scorpions for further refinement. [as a GM, i do understand, and highly appreciate your thoughts]

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Steel-Scorpion
Steel Scorpion Mercs.
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Joined: 17-Nov-2003 00:00
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Location: United States
PostPosted: 24-Nov-2003 03:32    Post subject: Re: SMX Questions Reply to topic Reply with quote

Yes, they are only half as effective as the Individual systems they are blended from.

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