Custom iNARC special munitions

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AmaroqStarwind
04/20/18 07:22 PM
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This is a list of custom special munitions for the iNARC system, in order to increase its versatility and popularity compared to other mechanisms. None of these have actually been tested in gameplay, and may be unbalanced as a result. If you have any suggestions to keep them balanced or make any of them more viable, let me know. If you have your own ideas, go ahead and share those as well.

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NARC Emulation Pod:
This alternate munition for iNARC systems will emulate the signaling protocols of friendly Target Acquisition Gear systems, friendly Artemis systems, friendly Streak systems and Follow The Leader warheads.
When used against the enemy unit to which the pod is attached, friendly Artemis-compatible, Streak and Follow the Leader missiles will receive a –1 To-Hit modifier and +1 Cluster Hits Table.
Friendly TAG-guided munitions (such as Arrow IV systems and Semi-Guided LRMs/Mortars) will get a free roll to determine if the target has been successfully tagged.
Due to the increased computational overhead of emulating other guidance protocols, Emulation Pods will only provide a +1 Cluster Mod and a +1 To-Hit penalty for NARC-compatible missiles.

Identifier Pod, aka "Over Here!" Pod (OHP)
The OHP is a special pod that broadcasts a modified IFF signal for friendly Swarm-i munitions; it can be configured during launch to either signal a unit as Friendly (in case it is a captured unit or a non-combatant, or as a backup against damaged IFF systems and hostile ECM), or as Hostile (providing a –3 To-Hit and +1 Cluster Hits modifier).

Flare Pod
This pod emits produces very bright emissions in the Visible, Near-Infrared and Far-Infrared spectra, eliminating the Night Time modifiers against the target and also providing a –2d6 To-Hit Modifier for Heat Seeking Missiles. It also acts as an outside heat source, generating 1d6 points of heat in the target each turn.

Shield Pod
Designed to be fired at friendly units, the Shield Pod acts similarly to a Blue Shield Particle Field Dampener, reducing the damage of incoming PPCs by 50% and causing a +2 To-Hit modifier against the target when PPCs strike it. The Shield Pod also has the side effect of reducing the severity of both EMP and hostile ECM experienced by the protected unit. However, if it is destroyed by enemy fire, then it will explode.

The Shield Pod can be reconfigured, at launch, to operate in reverse; when doing so, it provides a –2 To-Hit and +25% Range modifier for incoming PPCs, but has no other effects. As before, it will explode if destroyed by enemy fire.

Monitor Pod
This pod functions similarly to a Remote Sensor, except also combined with an Active Probe, Target Acquisition Gear, and C3 system. The Monitor Pod can join any C3, Boosted C3, C3i or Nova CEWS network without counting towards the maximum number of units. Finally, the TAG has a 360 degree firing arc and can simultaneously tag up to three units.

The downsides:
1. The TAG and Active Probe functions only have a maximum range of 45 meters (rounded up to 2 hexes).
2. Only one Monitor Pod can be deployed by the firing unit at a time.
3. Only one Monitor Pod can join a C3, Boosted C3, C3i or Nova CEWS network for every every four members of said network (or fraction thereof). A Monitor Pod can also only join a single such network at a time.
4. The Monitor Pod will automatically TAG the attached unit, disable their IFF transponder, and if they are a friendly, disconnect them from any C3 network they were a part of.
5. If attached to an enemy, the Monitor Pod cannot spy on their C3 network.

Out of universe: These downsides are deliberate in order to prevent players from attaching them to friendly units.
In universe: These downsides are a form of unavoidable interference, and an unwelcome design flaw, though these do make them more popular among Clan pilots as they cannot violate Zellbrigen.

Override Pod
When first attached to an enemy unit, the Override Pod appears to do nothing, which can actually fool the target if they are inexperienced. However, the real reason for this delay becomes evident 1d6 turns later; the whole time, the Override Pod was breaking into the mech's DI Computer, and now that it has gained a foothold, every turn for the next 3d6 turns it will start attempting random actions each turn out of their control (roll 3d6 to determine the action, and reroll on any result that the unit is incapable of attempting), though if they succeed at a piloting roll with a +1d6 modifier (as long as they are conscious, they get one attempt per turn), then they can break the connection and disable the pod. For the duration of the effect, the pilot also suffers a –1 initiative penalty, and a +3 target modifier for all actions that conflict with what the Override Pod is doing (if it does not conflict, however, then the skill roll will instead receive a –2 bonus). Any damage to the mech which would also cause harm to the pilot through biofeedback while it is not under their control is negated, however.

Now if the firer of the Override Pod gets an unmodified die result of 2 on their attack roll... Not only does the pod fail to launch, it actually malfunctions and starts invading their own mech instead.

Any ECM-equipped units friendly to the affected unit, when in ECM range, are able to disrupt the Override Pod with a successful gunnery roll.

Note for Clan Pilots: If any of the actions performed by your mech under the influence of an enemy Override Pod violate Zellbrigen, then your Clan will not hold you responsible. If you are the one firing the Override Pod, however, then that alone counts as a violation of Zellbrigen.

Availability Notice: The Override Pod was actually invented twice. Once for the Clan technology base by the Society during the Wars of Reaving, and once for the Inner Sphere technology base by ComStar during the Jihad. ComStar's version was sold at an extreme discount to anyone actively fighting the Word of Blake, and any orders placed by groups affiliated with the Word of Blake were declined on account of the Override Pod being "out of stock". The Clan and Inner Sphere versions of the Override Pod are not only identical, but interchangeable.

Design Quirks: The Haunted negative design quirk (available separately) uses the same Random Action Table as the Override Pod.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
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Edited by AmaroqStarwind (04/20/18 08:10 PM)
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