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Torpedoes
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Rudel Gurken
Allisters Light Thunder
Major
Major


Joined: 15-Jun-2005 00:00
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PostPosted: 28-Feb-2012 16:15    Post subject: Torpedoes Reply to topic Reply with quote

With the rules out to built some "serious" wet-navy ships (two of them i already posted here Wink ) i had some thoughts about torpedoes.
The LRT and SRT with their swarmes of small rocketlike munition just don't deliver the "right" torpedoe feeling to me.
But on the other side i didn't want to invent a totally new sort of weapon, so i'm tinkering with torpedoe versions of the Thunderbolt-launchers.
Just giving them the same stats (like the LRM / LRT conversion) i'm thinking about a bonus of 1 for breaching for the Thunderbolt-5 and -10 and a bonus of 2 for the heavier ones.
I'm also considering to either give them the standard 6/12/18 range with +1 to hit or a move just like the teleoperated missiles with a speed of 6 for 3 turns.

What do you think?
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Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
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Karagin
Imperial Karagin Army
Imperial General
Imperial General


Joined: 04-Feb-2002 00:00
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Location: United States
PostPosted: 29-Feb-2012 02:03    Post subject: Torpedoes Reply to topic Reply with quote

I don't see why not, it does make sense that the same would be applied to them by some faction of the BT universe.
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Only the dead have seen the end of war. - Plato

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Jade_Dragon
8th Sword of Light
Sho-sho
Sho-sho


Joined: 05-Feb-2002 00:00
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Location: United States
PostPosted: 29-Feb-2012 23:51    Post subject: Torpedoes Reply to topic Reply with quote

I would go with the +1 to hit instead of the move. I really do not need another thing to try and keep track of in a game.
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Rudel Gurken
Allisters Light Thunder
Major
Major


Joined: 15-Jun-2005 00:00
Posts: 1456
Location: Germany
PostPosted: 02-Mar-2012 02:36    Post subject: Torpedoes Reply to topic Reply with quote

I thought this over and i think you'r right Jade_Dragon.
If you have two dozen of that things in battle tracking the torps can be a nightmare Wink
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Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
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Location: Czech Republic
PostPosted: 03-Mar-2012 02:29    Post subject: Torpedoes Reply to topic Reply with quote

I'd also prefer the bonus to hit, but it could be fun to have underwater mines done like that. Independent torpedoplaces itself somewhere and attacks whenever there is a target in any adjecent hex.
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ralgith
Blighted Sun Battalion
1st Company
"Ralgith's Renegades"
Colonel
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Joined: 18-Aug-2003 00:00
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PostPosted: 03-Mar-2012 16:12    Post subject: Re: Torpedoes Reply to topic Reply with quote

Sleeping Dragon wrote:
I'd also prefer the bonus to hit, but it could be fun to have underwater mines done like that. Independent torpedoplaces itself somewhere and attacks whenever there is a target in any adjecent hex.


The real life Mk. 48 ADCAP torpedo can do that. It goes into a very low speed holding pattern and then just sinks to the bottom when out of fuel.
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Colonel Ralgith t'Mayasara
Blighted Sun Battalion
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Sleeping Dragon
Draconis Combine
Tai-i
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Joined: 06-Apr-2005 00:00
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Location: Czech Republic
PostPosted: 04-Mar-2012 15:38    Post subject: Re: Torpedoes Reply to topic Reply with quote

In case of a torpedo of the thunderbolt size i could be easy to install something like fish a bladder. Pressuized gas flask + baloon that would hold the torpedo afloat and ready.
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