Hyperpulse Cannon

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ATN082268
03/05/13 12:58 AM
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Hyperpulse Cannon

Overview:

Solaris VII, a planet situated in Lyran Alliance space near the Free Worlds border system of Rochelle, has been the site of BattleMech duels for a little over three centuries. Solaris City rose over an extensive network of tunnels that connect underground facilities with rumors that some secret cambers still exist under or near the city. The peculiar infrastructure of the city has undoubtedly influenced local legends such as the Vulcan volcano.

The Vulcan volcano, previously Mount Newhaven, has been the subject of much speculation as there is evidence that the Star League Defense Forces (SLDF) planned a research facility for the area but supposedly never built it. Some believe that a secret lab was actually built and the testing of a prototype weapon named the Hyperpulse Cannon was responsible for a massive eruption in 2732.

A Hyperpulse Generator (HPG) is essentially a big gun which fires an extremely high frequency compressed pulse through hyperspace at a target world. The Hyperpulse Cannon (HC) works on a similar principle to a HPG but instead fires a highly destructive pulse. The HC uses an enormous amount of energy and the weapon must have a cool down period after firing. The weapon is also dangerous to use as it periodically malfunctions with rather unpredictable results.

Game Statistics:

Technology Base: Star League
Weight: 25,260 tons
Heat: 1,890
Attack Value: 100 (Capital Scale)
Range: 0-25/ 26-50/ 51-70/ 71-100 hexes
Cost: 1,276,020,000 C-Bills
Battle Value (BV): 30,282

Game Notes:

The Hyperpulse Cannon (HC) is a Capital Weapon that follows all Aerospace rules from Strategic Operations unless otherwise noted. The HC has a delay between shots and can normally fire at a maximum rate of only once every 2 Aerospace turns (or once every 2 minutes) although this delay can be altered if the weapon malfunctions. A HC can only be mounted on an Aerospace unit, a maximum of 1 HC per unit and the unit it is mounted on must be at least 1,000,000 tons.

When the HC is fired, standard Aerospace rules apply except for the short range which is 0-25 hexes, the medium range is 26-50 hexes, the long range is 51-70 hexes and the extreme range is 71-100 hexes. When firing there is the option to “overcharge” the weapon for a given turn. This option is extremely dangerous with serious risks to the weapon and unit. Overcharging the weapon increases the Attack Value to 200 but doubles the heat and reduces the range to that of standard Capital weapons Extreme range (with the range profile of the Heavy NPPC being used if the rules for Capital Weapon Detailed Ranges are in effect). In addition, each time the weapon is overcharged it will result in two 2D6 rolls on the Malfunction Table after the shot is resolved.

The shot arrives the turn it is fired and line of sight to the target is not required. Terrain or obstructions, like Asteroids or a Screen hex, will not affect the shot of the weapon. In addition to standard penalties, 2 or more sensor critical hits will prevent the unit from firing the HC. The HC inflicts a single Capital Scale hit with an Attack Value (AV) of 100 against a unit. If used against a planet, normal rules apply except the HC affects only a single hex. When the weapon is fired and the result is a 2 or 12 for the to-hit roll, resolve the shot normally and then roll 2D6 with the result applied to the Malfunction Table. Effects from the Malfunction Table are cumulative although if there are contradictory results, the worst result applies. The HC does not generate heat when it is not fired or during the delay after firing the weapon. Any unit or component that is destroyed by a HC is “truly destroyed” and cannot be salvaged.

A single critical hit inflicted to the HC renders it non-functional and it is possible to inflict multiple critical hits on the weapon with cumulative repair time and penalties. The base Target Number Modifier for repair is made at a penalty of +3 which is modified by a penalty of +1 for each critical hit. If no repair time is specified for a particular critical hit, assume 3D6 days. There are no partial repairs. The Target Number Modifier for replacement is made at a penalty of +1 and will take a base time of (3D6) x 4 days. The energy based HC counts as a single weapon towards the weapon limits in the arc it is mounted in and has its own weapon class of HC.

Malfunction Table

2. Unit is transported into Hyperspace and stuck there. Hope you brought a lot to read.
3. HC has no delay and must be fired each turn in normal mode (with no overcharge option). The heat of the weapon is normal for the first turn of fire (that causes this result) but doubles for the second turn, triples on the third turn, etc. with the weapon generating 1890 heat the first turn, 3780 heat the second turn, 5670 heat the third turn, etc. When the heat of the unit exceeds its heat dissipation capacity, that unit will explode in the end phase of that turn.
4. HC explodes inflicting 6D6 x 5 Capital Scale damage to the internal structure of the unit housing the weapon (with weapon truly destroyed and cannot be repaired).
5. HC completely burns out, does not function and cannot be repaired.
6. HC takes a critical hit and does not function. Takes 3D6 days to repair.
7. Add 2 turns to the delay for firing the HC.
8. HC (with unit) are transported 5D6 light years in a random direction.
9. The unit’s KF drive and batteries get a little extra juice. KF drive and Lithium Fusion Batteries are now completely charged. If neither needed charging or unit had neither, then no other effect.
10. Unit temporarily phases. For the next turn only, the unit is partially out of phase and can only make attacks and be attacked with energy based weapons which function normally.
11. Roll twice on this table.
12. Unit travels in a time warp. First roll 1D6 for direction with 1-3 being the past and 4-6 being the future. Then roll (5D6) x 10 to determine the number of years traveled in that direction. Only time has changed, not position of unit.
ATN082268
05/15/18 01:49 PM
69.128.58.222

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One of my favorite custom Aerotech weapons...
AmaroqStarwind
05/15/18 04:37 PM
108.255.82.176

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Yikes, thread necro!

The weapon does seem pretty cool, however.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.
ghostrider
05/16/18 12:33 AM
66.74.61.223

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Honestly think it should do no armor damage, but screw up anything inside that isn't metal, ie crewmembers, hydrogen/helium inside of tanks. Just like cover not affecting the weapon.
But there is one question. Would this work in a ground installation?
Karagin
05/16/18 12:54 AM
72.176.187.91

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Funny thing about older threads...they get buried cause folks either don't have anything to say or they are like ugh...why...

But if you have the NULL Set Scenario Pack Mechwarrior book you will find rules for using HPGs as weapons, so no need to really reinvent the wheel.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ATN082268
05/16/18 09:15 AM
69.128.58.222

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Quote:
Funny thing about older threads...they get buried cause folks either don't have anything to say or they are like ugh...why...



Unless they are stuck on the top of a forum section by a moderator/admin (or deleted), all threads eventually get "buried," in that they move to older pages of that section.

Quote:
But if you have the NULL Set Scenario Pack Mechwarrior book you will find rules for using HPGs as weapons, so no need to really reinvent the wheel.



I don't have the Null Set book. Could you explain the details of using a normal HPG as a weapon, so I can see how closely it matches the rules for the Hyperpulse Cannon? Thank you.
Karagin
05/16/18 10:19 AM
72.176.187.91

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Yes ATN082268 all threads die, and bring them back is not normally the best thing either.

The HPG is like a super EMP blast. You aim it at a target hex, and fire it, anything in that hex area is done, permanently fried. Then you roll 2D6 for the surrounding hexes and that is how many weeks things are effected by the blast. Normal to hit rolls apply as far as modifiers go. However, there is a draw back, first it takes 1D6 minutes realign the HPG and if your PCs notice this they will be able to react first every time. Now unless the HPG is on a track unit, it is not that great of a weapon. The same can be done to ships in orbit as well, same rules apply.

The buildings the HPGs are in are either Heavy or Medium classed buildings, again unless it's on a track unit, aka a purpose built chassis.

Now while this is fun for a one off game, it's not the best thing out there either.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
AmaroqStarwind
05/16/18 05:51 PM
13.84.155.127

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A few campaign scenarios could have something like this. I do think that the minimum mass requirement is a bit high, though. Maybe reduce it from a million tons to just a hundred thousand, with the added caveat that dropships cannot carry it, and change the unit restrictions to enable fixed planetary or orbital installations.

Actually, on that note... if most of the power required to run a HyperPulse Generator goes into stabilizing a jump point while in gravity, why not have mobile space stations whose sole purpose is to serve as HyperPulse Generators?
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.
Karagin
05/17/18 01:09 AM
72.176.187.91

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Quote:

Actually, on that note... if most of the power required to run a HyperPulse Generator goes into stabilizing a jump point while in gravity, why not have mobile space stations whose sole purpose is to serve as HyperPulse Generators?



In my groups "version" of BT universe aka our game, the New Terran Republic has stations that are setup for just that. The Sol System (or Terran System) has five of them in fact we borrowed the term VLCA (Very Large Communication Array) from Renegade Legion to name them.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Reiter
05/25/18 05:54 PM
45.48.53.140

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Another ATN necro bump.

Grand Cannon this **** into the ground.

Of course, was a massive disappointment for a weapon even for an early 1980's cartoon. Hell, even the Death Star had a weakness and it ended up being a disappointment of a weapon.
ATN082268
05/27/18 08:44 PM
69.128.58.222

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Quote:
Another ATN necro bump.



You realize when you do this, you bump the post too
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