Autocannon Alternative Ammo

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Retry
03/11/18 07:08 PM
64.189.130.11

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Alternative ammunition type for the AC/2/5/10/20

SACLOS ATGM
The SACLOS ATGM was first introduced in the mid-20th century to augment the Rifled Cannons of that period's MBTs. The missiles were fired from the barrel and had a slower muzzle velocity than the main APFSDS ammunition that the rifles usually used, but could be guided towards their target and adjusted en-route.

The Battletech ATGM operates in a similar fashion. The gunner leads the missile to the target personally, reducing the to-hit penalty at medium, long, extreme and LoS ranges by -1, -2, -3, & -3 if the firing unit stands still. ATGM ammo can be fired while moving, but the bonuses will be lost.

However, since it's difficult to track fast-moving aircraft with the sluggish SACLOS ATGMs, apply a +2 to-hit modifier when firing at VTOLs & WiGEs that used movement MP, or a Battlemech that jumped. Flying Aerospace assets cannot be engaged at all.

All ATGM ammo increases the autocannon's base minimum range by +4 and increases the base range brackets at Short/Medium/Long/Extreme ranges by +2/+4/+6/+8 for AC/2/5s and by +1/+2/+3/+4 for AC/10/20s.

ATGM ammunition has 80% of the base ammunition of standard ammunition (36 for AC/2, 16 for AC/5, etc.)

ATGM ammo is incompatible with the rapid-fire firing mode, obviously.

AMS may intercept an ATGM attack on a 4-6 when rollling 1D6.

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ATGM Ammo requires two components: The Guidance system & the Warhead.
The price of a ton of ATGM ammo is simply the sum of the two.

GUIDANCE

Wire-Guided: 10,000 C-Bills
Wire Guided missiles operate as normal except in two circumstances:
Firing through intervening woods: +1 to-hit penalty per woods (ONLY intervening woods; Apply the penalty to a target in a woods as normal)
Firing over water:For every water hex passed roll 1D6. On a 4-6 (50%), the wire shorts out and the attack automatically misses.

Radio-Guided: 20,000 C-Bills
Radio Guided missiles operate as normal, except they apply a +2 penalty to-hit if the missile has to cross into hostile ECM of any sort

Augmented Radio-Guided: 30,000 C-Bills
Radio Guided missile augmented with a micro-ECCM tip. The missile operates as normal and applies the +2 penalty only if it crosses into hostile Angel ECM or a Nova CEWS ECM field.

Beam-Riding: 60,000 C-Bills
The missile operates as normal.

WARHEADS

Shaped-Charge (Price as normal autocannon ammo)
Deals the standard autocannon damage rating and follows standard rules for ammo explosions.

Tandem-Charge (2x Price as normal autocannon ammo)
Deals the standard autocannon damage with the SRM TC Warhead's critical hit effect bonuses as well. Has 50% of the shots per ton as Shape-Charge warheads.

Acid (2x Price as normal autocannon ammo)
Follows the rules for the SRM Acid Warhead, except it doesn't have to roll on the cluster hits table for obvious reasons. Has half the ammunition per ton as the normal Shape-Charge warheads.

Inferno (3x Price as normal autocannon ammo)
The base autocannon damage value is applied as heat instead. Against non-heat tracking units, treat the hit as though the target was hit by (heat/2, round up) Inferno SRM rounds

Fragmentation (.5x Price as normal autocannon ammo)
The missile deals its full damage value against conventional infantry, but only half against armored targets.

Smoke (Price as normal autocannon ammo)
The missile fills the target hex with heavy smoke for 1/2/3/4 turns for AC/2/5/10/20 autocannons.

MISC

Top-Attack (Double the price of the ATGM so modified)
A missile may be designated as a Top-Attack missile, which automatically hit the turret of a tank if it has one, and automatically rolls on the Shot-From-Above table on Pg.175 in Total Warfare against Battlemechs, otherwise roll normally. Top-Attack munitions ignore the effects of Partial Cover, going hull down and dug-in infantry bonuses.

AC/10s and AC/20s may not have the Top-Attack parameter, and AC/5s that have the parameter apply a +1 to-hit due to the bulky missile. AC/2s apply no such penalty.

NOTE: Top-Attack Warheads are completely incompatible with Beam-Riding guidance

Examples:
An AC/2 Wire-Guided Top-Attack Shape-Charged ATGM would have the following attributes:
Range: (8)10/20/30 (min)short/medium/long
Ammo/ton: 36
Price/ton: 2(1000+10,000)=22,000 C-Bills

An AC/20 Beam-riding Inferno ATGM would have the following attributes:
Range (4)4/8/12
Ammo/ton: 4
Price/ton: 60,000+3*10,000=90,000 C-Bills

A Protomech AC/8 Radio-Guided Shape-Charged ATGM would have the following attributes:
Range: (4)4/9/13
Ammo/ton: 8
Price/ton: 20,000+6,300=26,300 C-Bills

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Hyper-Velocity Rounds
Hyper-Velocity rounds are the matured final product that comes from the HVAC line of development. These rounds use the normal Autocannons instead of the specialized Hypervelocity Auotcannons that were liable to explode on an unlucky roll. Additionally, Hyper-Velocity versions of most ammunition types can be created.

Hyper-Velocity Ammo has the following affects:
Shots/ton: 80% of normal
Price/ton: 1.5x of normal
Minimum Range: +3
Short Range: +2
Medium Range: +4
Long Range: +6
Heat: +0/+1/+2/+3 AC2/5/10/20

To calculate ammunition shots/ton for special ammo, calculate the shots/ton with the hyper-velocity modifier first, and then the special ammo modifier.

Caseless ammo cannot be given the Hyper-Velocity modifier at all.

Examples:
HV AC/2 Precision
Shots/ton: (.8*45)/2=18
Range: (7)10/20/30
Heat:0

HV LAC/5 Ammo
Shots/ton: 16
Range: (3)7/14/21
Heat:2

HV AC/20 Armor-Piercing Ammo
Shots/ton: 2
Range: (3)5/10/15
Heat:10

HV Protomech AC/8 Ammo
Shots/ton: 8
Range: (3)5/11/16
Heat:4


Edited by Retry (03/11/18 10:09 PM)
AmaroqStarwind
04/02/18 06:36 PM
99.203.27.175

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Unfortunately, I only have three ammo type ideas:
*XREP: Functions like a self-contained version of the BattleMech Taser. Instead of being tied to the weapon via cable, the capacitor and electronics are inside the bullet itself. However, despite being able to disable (most) mechs, it does half damage, is very expensive, and is 33% heavier. This munition type is also available for Gauss Rifles, Light Gauss Rifles, and HAGs.

*Lexan: Increased range and doubled ammunition per ton, but reduced damage (except for Machine Guns, AC/2, GAUs, or AMS) and lower chance of a Critical Hit.

*Riot Control Munitions: Only available for Machine Gun Arrays and Autocannons (the mech-sized rounds splitting open to cover a wider area), these projectiles leave the weapon at a lower velocity and are made out of a soft plastic that flattens out on impact, spreading the energy out over the target, while also bursting open a payload of tear gas and synthetic capsaicin. Very useful for Riot Control, as the name implies, and have incredibly high ammo per ton, but they are next to completely useless for actual combat against anything other than conventional infantry.
Note: First-time customers ordering Riot Control Munitions will receive a free Loudener to install on their weapons.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
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AmaroqStarwind
04/19/18 02:58 PM
174.235.17.105

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Okay, I have some more ideas now;
1. Gremlin (EMP)
2. Foxfire (Plasma)
3. Grenade (Mortar)
4. Acid
5. Hydro-Displacement
6. Magnetic Guidance

Gremlin munitions do half the usual damage of conventional shells, but basically function as an unguided version of the Magnetic Pulse warheads used in SRM and iATMs, using the autocannon as the launcher.

Foxfire munitions reduce the threshold for starting fires to +5 (with an additional -2 for each size of autocannon above AC/2). They also eliminate the To-Hit penalties from Night-time and Dusk/Dawn conditions, are Heat Inducing (amount of heat proportional to shell size), and are simultaneously considered Ballistic and Energy weapons (doing 2/3 damage to Reactive, Ballistic Reinforced and Reflective armor). Among the downsides, besides being more expensive and highly experimental, is that they also increase the heat produced when you fire, and they carry the same hazards as both Inferno missiles (internal explosions cause heat) and Incendiary autocannnon munitions (any critical hit to the weapon the same turn it fires will also cause an explosion; Armored Components won't prevent the weapon's destruction, but will contain the explosion and reduce the damage to the surrounding structure).

Acid munitions are exactly what they say on the tin; they are only half as effective against standard armor, but they do 50% more damage against Ferro Lamellor, Ferro Fibrous, Ferro Aluminum, Ferro Carbide and Reflective armors, and any rolls for critical hits against Endo Steel or Endo Composite will receive a +2 and +1 bonus respectively.

Grenade munitions are heavier and harder to aim than standard munitions (use the rules for Mortars), but they have a 50% longer range (rounded up, also add an Extreme range and double the minimum range), do 35% more damage (rounded up), have an area of effect and are capable of indirect fire. The additional explosives use a multiple-stage electronic fuse, so internal explosions under normal circumstances are no more severe than standard munitions... but if the ammunition is exposed to an EMP then it has a 50/50 chance of either detonating the ammunition completely (35% more crippling), or being rendered completely inert (harmless, but unusable). The munitions are treated like Mortars, so while they can in theory be intercepted by AMS, it is extremely difficult to successfully do this.

Hydro-Displacement munitions are specifically designed to be more effective underwater. They are 25% heavier than standard munitions, and have a 35% range reduction on land (along with a +1 to-hit penalty), but underwater they receive a –2 to-hit and have double the normal range. They also contain a HarJel payload, making it possible to immobilize enemy units, at the expense of flooding the carrying unit with HarJel in the event of an internal ammo explosion.

Magnetic Guidance munitions are an experimental evolution of LB-X Cluster munitions, which use magnetic fields to keep the pellets closer together and pull them towards enemy units. In theory, they will receive a cumulative –1 to-hit for every 25 tons or fraction thereof that an enemy unit weighs (rounded up), and they will are also estimated to receive a fixed +2 bonus to Cluster Hits rolls. Furthermore, the damage will be arranged in 1d3+1 point clusters, enabling them to actually do damage against Ferro Lamellor armor.

The biggest downside to Magnetic Guidance munitions, however, which is why they are still only at the prototype stage, is that there is always the risk of them getting stuck in the barrel due to the electromagnets in the munitions engaging prematurely. It won't cause permanent damage, but will require a successful repair check to demagnetize the ammunition and clear out the jammed barrel. Engineers are currently working to find a solution for this, but it is a tedious endeavor.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
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AmaroqStarwind
04/19/18 10:25 PM
174.235.17.105

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(Continued from Custom Weapon: HarJel Missile in Board Game)

Quote:
Another thought - almost too easy and powerful - is paint for jamming sensors. Can you imagine what some metal-filled paint could do to sensors? Blind radar, blind IR, blind optical...


Quote by Cray

So, an LB-X-like alternate munition that fires mech-sized paintballs? Better get some Glow-in-the-Dark paint, then. Not only would that blind the mech, but it would also reduce nighttime penalties when shooting at them (or even eliminate them entirely).

And of course, it would render Void Sig and Chameleon LPS completely moot, and it would also be infinitely more useful against Ferro Lamellor armor than regular LB-X ammo.

Anyone who has played D&D or Pathfinder would recognize what I just described as a BattleTech version of the spells Faerie Fire and Glitterdust combined into one.

As for Glow in the Dark paint, I know just the thing!
https://youtu.be/GnYcDe6HFKM
https://youtu.be/rnqoM266VQs
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

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Edited by AmaroqStarwind (04/19/18 10:27 PM)
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