Additional Wet Naval Themed Weaponry & Equipment

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Retry
05/23/18 10:26 PM
174.70.184.145

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I've been strangely intrigued with the idea of blue water and brown water naval forces in Battletech, but there's very few canon vehicles to work off of, and many of the few that do exist are kind of boring. I partially attribute this to the lack of equipment to work with, which basically means the LRT-5 (and maybe long-range energy weapons or laser AMS) are the only really viable underwater weapon, which is a bit boring. So I'm working on a small naval-themed expansion of the equipment list to make more weapons viable and to give wet navy & amphibious units some different, interesting things to work with. A lot of them are simple "duh" modifications (Multi-Torpedo Launchers), some are basically Battletech conversions of real-life devices (Depth Charges, "Hedgehog" mortars). There's some new stuff, but generally I tried to make stuff fairly intuitive and not too exotic for this run.

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MISSILE LAUNCHERS
Torpedo and multi-purpose Missile launchers are extremely popular, common and effective weapons on water-covered worlds.

Multi-Torpedo Launchers

The MTL is functionally a torpedo version of the Multi-Missile Launcher. Its tonnage/crits/heat/costs functions like that of a similarly sized Multi-Missile Launcher, with the only difference being that the MTL fires Torpedos instead of Missiles.

Extended Long-Range Torpedo Launchers

Like the MTL, the eLRT is functionally a torpedo version of the Extended LRM. Tonnage/crits/heat/costs/etc are like a similarly sized eLRM, with the only difference being that the eLRT fires torpedos instead of missiles.

Note that in Double Blind mode, underwater visibility is effectively 30 hexes at best, so the eLRM will not necessarily be able to use its maximum range.

Enhanced Long-Range Torpedo Launchers

Like the MTL, the nLRT is functionally a torpedo version of the enhanced LRM. Tonnage/crits/heat/costs/etc are like a similarly sized nLRM, with the only difference being that the nLRT fires torpedos instead of missiles.

Streak Torpedo Launchers

A Streak LRM or SRM launcher can be made into a Torpedo Version. Again, it functions like a Streak Torpedo version of the standard launcher with no other changes.

Harpoon 5/10/15/20
The Harpoon Missile Launcher is a Torpedo version of the Thunderbolt Missile Launcher. It's otherwise identical to the Thunderbolt Launchers of the same size.

In addition, the Harpoon 5/10/15/20 tends to poke much bigger holes than SRMs or LRMs, increasing the probability of a breach. The target number for breaching is reduced by -1/-2/-3/-4 for the Harpoon 10/15/20 respectively (so a Harpoon 20 that hits a submerged submarine will be breached on a roll of 10-4=6 or higher)

Narc & iNarc Torpedo Launcher
The Narc & iNarc Torpedo Launcher is a Torpedo version of the Narc & iNarc Missile Launcher. It's otherwise identical to the Narc & iNarc Missile launcher.

Multi-Purpose Missile Launcher

Multi-Purpose Missile Launchers aren't a new weapon per se, but a modification to existing LRMs or LRTs that allow them to be more versatile by allowing them to be compatible with either missiles or torpedos. Otherwise, the only functional change to the launcher due to this modification is a 50% increase in C-Bill cost to the Launcher, an increase in Tech Rating and Availability Rating by 1 level (A tech rating C LRM becomes a tech rating D MP-LRM), and the ability to fire Multipurpose Missile ammunition normally available only to Battle Armor.

Launchers that can be modified in such a way include: LRMs, SRMs, nLRMs, eLRMs, and MMLs

Either Torpedo Launchers or Missile Launchers may be modified as a Multi-Purpose Launcher. For instance, a MP-LRM is effectively identical to a MP-LRT.

ALTERNATIVE TORPEDO AMMO

Multi-Purpose Missile Ammo
This ammunition behaves identically to BA Multi-Purpose Missile Ammo with respect to tech rating and availability, and is very difficult to find inside the Inner Sphere and generally requires being supplied by clan Sea Fox dealers. The ammo is 2x as heavy as normal ammo (resulting in half the ammo per ton) and costs 2x as much C-Bills per ton and takes the availability and tech rating of their BA counterparts.

Since the Clans are the only current producers of multi-purpose ammo, only regular SRMs and LRMs have MP ammo available at this time.

MP-LRMs can fire at a target underwater from above water or vice versa even without line-of-sight using the Indirect Fire procedure, which requires a spotter.

Turbid Torpedo Ammo
This ammo is effectively a underwater version of smoke ammo and has the cost, tech rating and availability rating equal to that of its smoke ammo equivalent. Turbid Ammo is available to any torpedo launcher whose missile equivalent can also carry smoke missiles. The smoke effect can never get above the surface of the water (ex: 2 surface boats duking it out will not benefit from Turbid ammo below the water)

Turbid Ammo uses a ton of particulate to effectively creates localized Heavy Turbid effects in the water hex it's fired at, which is basically smoke for water. If keeping close track of elevation for the purposes of firing arcs and cover, like when using the Diagramming Line of Sight rules in Tac Ops, the player may fire the Turbid round at a specific depth, in which case the "smoke effect" will rise and fall 1 hexes from the hex of impact for an effective height of 3. Use the same rules that you'd use with Smoke to keep track of Turbid effects, migrations, and dissipation.

Narc-Capable Torpedo Ammo
Narc-Capable ammo for Torpedos.

Other than following all the Narc rules, a Narc-capable Torpedo round can fire at targets that they detect with sensors during double-blind mode (i.e. get a "blip") even if they can't actually visually detect the target, as long as the target has a Narc beacon attached to it. When firing blind in this fashion, add a +1 to the to-hit roll. The player rolls to-hit as usual but the GM does not tell the player the target to-hit numbers or whether the player hits the target.

The firing unit is presumed to fire in direct fire when used in this fashion, so if there's an obstacle in the way (like an underwater building or mountain), the shot will automatically miss.

Swarm Torpedo Ammo
Swarm ammo for Torpedos

I-Swarm Torpedo Ammo
I-Swarm ammo for Torpedos

Tandem-Charge Torpedo Ammo
Tandem-Charge ammo for Torpedos

In addition to its normal effects, reduce the target number to cause a hull breach by -1 (so a displacement hull is breached by a roll of 9 instead of 10 by the torpedo weapon). Units with Harjel liners (new equipment, shown below) ignore their bonus against hull breaches but do not benefit from the -1 bonus that T-C ammo usually has. T-C ammo is exceptional at poking holes, so it still rolls for a breach even against Harjel units with a +1/+2/+3 modifier for Harjel 1/2/3. However, this effect is ignored if the unit mounts an armor type that nullifies the penetrative effects of T-C ammo, such as Ferro-Lamellor, Reactive, and Hardened Armor.

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ARROW IV AMMO
The Versatile Arrow IV Launcher had new ammo types introduced in 3050 specifically for underwater usage, increasing their utility in underwater combat and acting as makeshift underwater artillery.

Trident IV Ammo
Trident IV Ammo is basically an underwater version of the regular Arrow IV explosive round, or a motorized Depth Charge if you prefer. The firing unit can target any depth from the water-air interface on the surface to the bedrock and everywhere in between, if so desired. Price, tech rating, and availability rating is assumed to be equivalent to the Arrow IV in all circumstances, except Pre-3050 where they don't actually exist yet.

In all cases, the Trident IV firer must be submerged in water and the target must also be in water or on the surface of the water. The traveling path from the firer to the hex must have at least Depth 1 water across the entire path (ex: you can't fire from the ocean into a 'Mech in a lake or in an isolated Lagoon). Trident IV rounds have the same range in mapsheets as Arrow IV rounds but travel only 2 mapsheets per turn on the ground map instead of ~8 (IIRC) per turn like a normal Arrow IV, accounting for the high fluid friction of water.

Hovercraft, WiGEs, Aircraft, and VTOLs with Arrow IVs mounted can use Trident IVs as long as they are over the water. VTOLs and Aircraft don't even need to land on the water to use a Trident IV, they're just assumed to be firing from the surface of the water over their current location.

Trident IV Homing Ammo
Funtionally identical to the Arrow IV Homing ammo, but underwater.
Assume TAG works underwater and has the same range as its above water counterparts.
Available as a munition type on Aircraft Hardpoints, in which case it takes up 5 hardpoints.

Trident IV Illumination Ammo
Functionally identical to the Arrow IV Illumination ammo, but underwater.

Trident IV Turbid Ammo
Acts like LRT/SRT Turbid Ammo shown above, but for Underwater Arrows. Virtually identical to Smoke Arrow IVs in a sense. The round has a radius of R1, just like Arrow IV smoke rounds.

Trident IV Laser-Inhibiting Ammo
Functionally identical to the Laser-Inhibiting Ammo of the Arrow IV's Laser Inhibiting Ammo, but underwater.

Trident IV Charybdis Ammo
One of two actually unique Trident IV rounds, the Charybdis round aims to generate kills against multiple bogeys by sheer number of breaches. A Charybdis rounds is essentially a Radius-3 highly modified Cluster Round that deals only 4 damage per hex, but in clusters of 1 point each, with each point rolling for hull breaches like normal.

Cost is 2x that of a normal Arrow IV warhead, with the tech rating of F and E for the IS and Clans, respectively, and with availability ratings of F for both.

Trident IV Scylla Ammo
One of two actually unique Trident IV rounds, the Scylla resembles a huge tandem-charge warhead and is aimed at crippling large naval vessels or unfortunate Dropships parked in an ocean by creating a Breach. The Scylla has a radius of R0 and is unguided so it's very tricky to hit small and even larger vessels, but those it does hit take a single 30 point hit a location that is automatically breached if they don't have Harjel, ignoring the effects of a Harjel Liner. In the event that they do have Harjel, a breach roll occurs at a -3/-2/-1 to the target Breach to-hit number for Harjel/II/III. (A location with Harjel is then breached on a 10-3=7+, for example.). Specialty armor has no effect.

Cost is 2x that of a normal Arrow IV warhead, with the tech rating of F and E for the IS and Clans, respectively, and with availability ratings of F for both.

Trident IV Kraken Ammo
Functionally identical to the Davy Crockett-M Ammo, but underwater. (NOTE: That means it's a nuke and you shouldn't leave it lying around casually on the weapons floor)

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HARJEL LINERS

Not to be confused with the Battlemech HarJel Systems or the HarJel Repair Systems, Harjel Liners are cheaper, more weight-efficient ways to provide some resilience against weapon-caused breaches, which can greatly improve the survivability of surface vehicles, submarines, and Battlemechs from all angles, while only using a fraction of the HarJel that the full-strength Battlemech system uses. However, since its quantity of HarJel is fairly low, the probability of catastrophic failure of a component is negligible and the cockpit location can be (and is) protected by it.

HarJel Liners don't stack with each other but they can be combined with HarJel Repair systems or regular HarJel if desired (ex: 1 HarJel in CT to guarantee protection against breaches against the CT location while also mounting a Lightweight Harjel Liner to provide general resilience against hull breaches). Also note that HarJel Liners don't prevent breach rolls like regular Harjel, and just makes them harder, and the liners themselves do nothing to affect crush depth-related rolls, unlike Harjel and Harjel II/III.

HarJel Liners cannot be pod-mounted.


Lightweight Harjel Liner
60,000 C-Bills
Tech Base Availability: All
Tech/Availability: D/X-X-E-D
Prototype:3060
Production:3100
Weight: .5 tons
Crits: 1 (CT) on Battlemechs, Body on vehicles
Effects: The Harjel Liner provides a thin membrane of Harjel throughout the vehicle or Battlemech, making the target vehicle slightly more resilient against weapon-caused breaches. (+1 to hull breach TN). Note that this effectively makes surface craft immune to surface-based breaches and require hits from below to kill by breach.
A critical hit to the liner doesn't flood locations, rather the low quantity of HarJel "bleeds out" of the chassis into the environment, rendering the system useless against further breach rolls but otherwise leaving components unharmed.

(Standard) Harjel Liner
150,000 C-Bills
Tech Base Availability: All
Tech/Availability: E/X-X-E-D
Prototype: 3065
Production:3105
Weight: 1.5 tons
Crits: 3 (1 per torso) on Battlemechs, Body on vehicles
Effect:The Harjel Liner provides a modest membrane of Harjel throughout the vehicle or Battlemech, making the target vehicle more resilient against weapon-caused breaches. (+2 to hull breach TN).
Effects: The Harjel Liner provides a thin membrane of Harjel throughout the vehicle or Battlemech, making the target vehicle slightly more resilient against weapon-caused breaches. (+1 to hull breach TN). Note that this effectively makes surface craft immune to surface-based breaches and require hits from below to kill by breach.
A critical hit to the liner doesn't flood locations, rather the low quantity of HarJel "bleeds out" of the chassis into the environment, rendering the system useless against further breach rolls but otherwise leaving components unharmed.

Heavy-Duty Harjel Liner
270,000 C-Bills
Tech Base Availability: Clan Only
Tech/Availability: E/X-X-F-E
Prototype: 3080
Production:3120
Weight: 2.5 tons
Crits: 5 (1 CT, 2 per side torso) on Battlemechs, Body on vehicles
Effects:The Harjel Liner provides a substantial membrane of Harjel throughout the vehicle or Battlemech, making the target vehicle more resilient against weapon-caused breaches. (+3 to hull breach TN). Note that this effectively makes a vehicle or Battlemech immune to hull breaches, at low depths.
Effects: The Harjel Liner provides a thin membrane of Harjel throughout the vehicle or Battlemech, making the target vehicle slightly more resilient against weapon-caused breaches. (+1 to hull breach TN). Note that this effectively makes surface craft immune to surface-based breaches and require hits from below to kill by breach.
A critical hit to the liner doesn't flood locations, rather the low(ish) quantity of HarJel "bleeds out" of the chassis into the environment, rendering the system useless against further breach rolls but otherwise leaving components unharmed.

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NAVALIZED ACTIVE PROBES
Under normal circumstances, an Active Probe cannot detect hidden units underwater. However, any active probe or sensor device can be "navalized" allowing them to pass through the water surface hexes and detect hidden units underwater. If playing a double-blind match, this also allows VTOL and Aircraft (or other vehicle) probe sensors to detect underwater units (otherwise, the sensor cannot pass through the surface of a water hex). Navalizing an active probe increases its C-Bill cost by 50%, and its tech rating/availability rating by era is assumed to increase by one level. (Ex:The Navalized Beagle Active Probe (N-BAP) has a cost of 300,000 C-Bills with a tech/availability rating of F/F-X-E-D). Such equipment is basically a necessity for anti-submarine aircraft or VTOLs.

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DEPTH CHARGE LAUNCHER
Depth Charge Launchers lob explosive balls underneath the surface to explode near a submarine, damaging and hopefully breaching the submarine. Although large-scale naval combat is a thing of the past, the existence of underwater assets, the occasional submarine, and the cheapness and simplicity of depth charges keeps them in use.

Standard Depth Charge Launcher
10,000 C-Bills
Tech Base Availability:All
Tech/Availability: B/B-B-B-B
Weight:5 tons (4 Clan)
Crits: 2
Heat:0

Standard Charge: 4/ton (2000 C-Bills/ton)
Damage: 1 Capital (10)
Tech/Availability: B/B-B-B-B
Notes:The Standard Depth Charge Launcher is a basic, reloadable depth charge holding rack and uses a variant of the Torpedo Bomb as its ammunition, so the Standard Depth Charge Launcher functions just like a bomber making a Torpedo Bomb Run, except a ground unit using Depth charges can also make other weapon attacks too.
An Aerospace Fighter or Small Craft does a "depth charge run" the usual way Aeros do. Hovercraft/WiGEs/Hydrofoils/Surfacecraft/VTOLs/Jumping'Mechs/Whathaveyou do Depth Charge runs as though they were VTOLs making a bombing run (as per Tac Ops Pg.107ish), except they can fire their other guns at other targets as well.

Barrage Charge: 4/ton (3500 C-Bills/ton)
Tech/Availability: C/B-C-C-B
Damage: 2/charge
Notes: Barrage Charge Ammo is an alternative type for the Depth Charge Launcher, operating similar to the standard Depth Charge ammo (and torpedo bombs) but without the +1 modifier to the breach roll, and fires 1 container that splits into 5 smaller charges. On a successful to-hit roll, the Barrage Charge rolls on the 5 column of the cluster hits table on the in an attempt to cause a hull breach by sheer number of hits. Since it fires a barrage of charges it's more likely to get a at least some hits, giving a bonus -1 to the to-hit number.

"Sea-Monster" Charge: 1/ton (5000 C-Bills/ton)
Tech/Availability: C/C-D-D-C
Damage: 4 Capital (10)
Notes:The "Sea Monster" is an alternative type for the Depth Charge Launcher based on the torpedo launcher's rules with a few exceptions, and is one of the lowest-tech methods of killing large submarines, and can still be effective even against basic HarJel Linings due to its powerful punch. While the Sea Monster is very unwieldy (Inherent +2 to-hit with an additional +2 to-hit for targets under 500 tons), the sheer damage can destroy small submarines with one hit, and the Sea Monster hits with such force that it causes an automatic roll on the critical hit table. In addition, the Sea Monster applies a +5 modifier (instead of +1) to the subsequent Breach roll, often making breaches more likely than not even against HarJel Linings (though the Battlemech HarJel System and above still stops breach checks).

"Radioactive Sea-Monster" Charge: 1/ton (500,000 C-Bills/ton)
Tech/Availability: E/F-F(F*)-F-F
Notes: The Radioactive Sea Monster is basically a depth charge version of the Davy Crockett Ammo, put on a customizable timer and hovers around and explodes at Depth 50 once the timer runs up.

Depth Charge Catapult
15,000 C-Bills
Tech Base Availability: All
Tech/Availability: B/C-C-C-C
Weight: 7 tons (6 clan)
Crits: 4
Heat: 0

A slightly more powerful version of the Depth Charge Launcher, the Depth Charge Catapult can actually throw the charge a decent distance away from the vehicle for a slightly longer reach. In addition to being able to drop depth charges as though doing a bombing run, the Catapult has a range of 2/4/6 for standard/barrage charges, and 1/2/3 for Sea Monsters, with an extra +2 to-hit modifier added (in other words, throwing the charge is no more accurate than merely dropping the charge.). However, VTOLs and Aerospace units cannot use the Depth Charge Catapult.

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'MECH MORTAR "HEDGEHOG" AMMO
Costs, Availability, tech rating etc: Same as 'Mech Mortar Shaped Charge ammo
Description: The 'Mech Mortar can be re-armed to make a cheap way to threaten submarines on shallow waters. The Hedgehog Ammo uses the Shaped Charge warhead but modifies the fuse such that it doesn't blow up upon impacting the water. Units with the "Hedgehog" can target and attack submarines up to Depth 21 as per normal 'Mech Mortar Shaped Charge rules. Against anything on the surface, Hedgehog ammo only deals half damage.

In the case of the Mech Mortar '8, the Mortar can fire in "Diamond Pattern" mode, adding a -2 to-hit modifier at the cost of a hefty -5 modifier to the cluster hits table

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To-Do List:

Better Anti-Ship Missile equivalents: Based on either Capital/SubCapital Missiles or Cruise Missiles with the primary purpose of knocking over dropships dumb enough to land nearby, with a secondary purpose of engaging other ships with good accuracy in the unlikely event that they bring some somehow. Perhaps able to be carried by VTOLs/Aeros/SmallCraft/Anti-Shipping Vehicles. Vulnerable to massed AMS.

Long-Ranged Guided Torpedo Equivalents: Based on Capital/SubCapital Missiles, more-or-less heavy long-ranged underwater artillery, perhaps with a tele-operated variant. Perhaps able to be carried by VTOLs/Aeros/SmallCraft. Vulnerable to massed Laser AMS below deck.

Other things, if I can think of them


Edited by Retry (05/24/18 08:06 PM)
ghostrider
05/23/18 10:49 PM
66.74.61.223

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The range of the ELRT may have a few times when it could be used at full range. You are firing on an installation that is known, and you just lock onto that. Though I guess sonar and their jammers don't work like Radar/mad units on surface vessels.

The smoke units. Would they be more like ink like a octopus uses to escape it's foe? Otherwise, I don't really see smoke floating under the water especially with units using screw propulsion systems. Then again, the ink may not either.

The harjel might be a little overboard, as the normal system seems to work fine.

Just a note, Fragmentation and Shrapnel shots are not likely to work as well underwater. Unless inside an air pocket, the pieces should slow down quickly from the water resistance.

I wonder if an underwater version of a land mine would be worth looking into. Basically touching a metal object would set it off, and you could vary how far off the bottom it sits. Much like normal mines, but futuristic. Only metal setting it off would avoid marine life from doing so.
EMP version of it would do wonders for destroying units underwater. Have to figure restart times, if possible.
Retry
05/23/18 11:27 PM
174.70.184.145

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Quote:
The range of the ELRT may have a few times when it could be used at full range. You are firing on an installation that is known, and you just lock onto that. Though I guess sonar and their jammers don't work like Radar/mad units on surface vessels.

The smoke units. Would they be more like ink like a octopus uses to escape it's foe? Otherwise, I don't really see smoke floating under the water especially with units using screw propulsion systems. Then again, the ink may not either.

The harjel might be a little overboard, as the normal system seems to work fine.

Just a note, Fragmentation and Shrapnel shots are not likely to work as well underwater. Unless inside an air pocket, the pieces should slow down quickly from the water resistance.

I wonder if an underwater version of a land mine would be worth looking into. Basically touching a metal object would set it off, and you could vary how far off the bottom it sits. Much like normal mines, but futuristic. Only metal setting it off would avoid marine life from doing so.
EMP version of it would do wonders for destroying units underwater. Have to figure restart times, if possible.



Basically, the smoke stuff is just debris: sediment, clay, dust, and such. Maybe it's made out of some sort of advanced material that grows a bit when exposed to water to further obscure vision. Basically, it's a method to emulate smoke underwater, as opposed to literal smoke.

The new HarJel liners exists as a cheaper but not quite as effective way to mitigate those annoying hull breaches, both underwater and in a vacuum. Regular harjel is good but on, say, a vehicle it's going to take 4 tons, 4 crits and 480,000 C-Bills for 360 degree protection, and that's if you're not a submarine with a turret. That's effective, but your vehicle's going to end up really heavy, and you might want something in between "You Shall Not Breach" Gandalf-approved levels of protection and "Naked as a mole rat".

So if you're going to build a Monitor Mk.II (basically a floating Demolisher) and you want your new version to not suffer any critical existence failures from some cheeky blighter on the shore with a machine gun, you install one of the smaller HarJel liners instead of the full systems.

It's cheaper, it takes less of that valuable HarJel, and it's lighter. Sure you can still get breached sometimes by a submarine with a LRT or SRT, but it does what you want it to do.

As far as underwater mines, I thought that sea mines were already a thing in Battletech. But I could be wrong.
AmaroqStarwind
05/24/18 11:29 PM
13.84.155.127

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Technically, we already have sea mines. They're called Torpedoes.
*bad half-joke*

No, really, that's what sea mines were originally called before modern torpedoes were invented.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.
Retry
05/27/18 04:09 PM
174.70.184.145

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ANTI-SHIP MISSILES
Anti-ship missiles are a proven, effective way of accurately hitting and knocking out other ships. While they're virtually never used in that role since the Space Age due to lack of other naval forces in the invader's fleet, and can be foiled by dedicated AMS layering, ASMs continue to be used on water-rich worlds as they happen to be quite effective against grounded Dropships.

Modern-Day ASMs are based off of Space-faring Capital & Sub-Capital Missiles. Redesigning them to use in an atmosphere and removing the computer targeting systems and high-capacity vector thrusters for tracking targets moving at thousands upon thousands of m/s allows for far cheaper, easier to obtain, and lighter missiles.

General Rules:

The Technology/Availability Rating of an ASM version is one step lower than its space-based equivalent (Ex: Tech rating E Killer Whale -> Tech rating D Killer Whale ASM). The C-Bill cost of the missiles is 1/2th of its space-based equivalent & weight of one missile is half that of its space-based equivalent (Ex: Killer Whale ASM weighs 25 tons, costs 10,000 C-Bills)

ASMs can only target buildings, mobile structures, and ground units. It targets the unit specifically, not the hex it's in, and can do so as long as any friendly unit can visually see the target. If playing in double blind mode one can choose to fire at an unknown target that's spotted by sensors, though the firing player will not be told what he just targeted by the GM.

An ASM has a range in ground mapsheets equal to its space equivalent's max extreme range on the expanded capital ranges table. Ex: a Killer Whale has a range of 48 mapsheets, and a Manta Ray has a range of 9 Mapsheets.

The ASM hits its target in the same # of turns that a Cruise missile takes: RoundDown(1+# Mapsheets Away/5), with map sheets measured between the two vehicles at the time of firing for simplicity.

Advanced ASM Travel Times Table
The rules above assume that all missiles travel at the same average velocity, but some ASMs may travel slightly faster or slower than others. Use the table and Equation below to determine the # of turns for specific missile types.
# Turns=RoundDown(1+# Mapsheets Away/(5+X+Y))

Missile Class X=
Capital 1
Sub-Capital -1

Missile Type Y=
Barracuda 1
Killer Whale -1
Piranha 1
Manta Ray -1

Ex:Under these rules a Barracuda Capital ASM will have a turn formula of RoundDown(1+#Maps/7)
Under these rules a Manta Ray Sub-Capital ASM will have a turn formula of RoundDown(1+#Maps/3)

The THN of an ASM strike=Base Gunnery + Target Movement Modifier + 3 (Base ASM inaccuracy) + 4 (If target is 100 tons or less)+Misc. ASMs automatically miss all airborne targets except Airships, and applies an additional +4 penalty to target them. ASMs are not affected by terrain effects like woods.

Capital and sub-capital ASMs get the same extra crit chance as their space-based equivalents.

Additionally, Sub-Cap and Capital Missiles have the following bonuses to breach checks:
-Capital ASMs reduce the target breach number by -2, sub-capitals by -1
-ASMs ignore the effects of HarJel Liners
-ASMs still roll for breaches against locations protected by regular HarJel, at a penalty of +1/+2/+3 to the target breach number.

Successful ASM hits can be engaged by defense systems, with rules to be detailed later.


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SURFACE-TO-AIR CAPITAL MISSILES
SAMs are an old technology used to create a long-range safety net against VTOLs and Aerospace Fighters, small craft, or Dropships daring enough to fly nearby. While the missiles themselves are heavy, their power and range eclipses that of the venerable Arrow IV, and some versions can even be used as an Anti-Missile System.

Modern-Day AAMs are based off of Space-faring Capital & Sub-Capital Missiles. Redesigning them to exclusive use in an atmosphere and lowering its fuel capacity somewhat allows for cheaper, easier to obtain, and lighter missiles.

General Rules:

The Technology/Availability Rating of a SAM version is one step lower than its space-based equivalent (ex:Tech Rating E Barracuda -> Tech Rating D Barracuda SAM). The C-Bill cost of the missiles is 1/2th its space-based equivalent and the weight of a SAM is 1/3rd its space-based equivalent, rounded up (ex: Barracuda SAM costs 4,000 C-Bills and weighs 10 tons).

SAMs can target airborne units only. If playing in double blind mode, the player may fire at a unit that is visually spotted or just detected by sensors.

Attacks made by a SAM Capital Missile are resolved as if they were making Arrow IV ADA attacks, with the following exceptions:

The range brackets, in terms of hexsheets, are determined by the ranges of the missile's space-borne equivalent on the sarna wiki (Which is from Strat Ops's Individual Weapon Ranges rules table on pg 115) divided by 2, rounded up. Ex: The Barracuda's range brackets on the Detailed Ranges Table are 1-20 short, 21-30 medium, 31-40 long, 41-50 extreme. The Barracuda SAM would have a range in ground mapsheets of 1-10 short, 11-15 medium, 16-20 long, 21-25 extreme.
Ex: The Manta Ray's brackets on that same table are 1-3 short, 4-5 medium, 6-7 long, 8-9 extreme. The Manta Ray SAM would have range in ground mapsheets of 1-2 short, 3 medium, 4 long, 5 extreme

The Barracuda and Piranha SAM gets a -1 to-hit modifier in attacks

Capital and sub-capital SAMs get the same extra critical hit chance as their space-based equivalents.

SAMs that aren't fired in a turn can be used in an anti-ASM action, with details to be described later.

SAMs can be defended against by a Dropship's point-defense systems in the same manner as an equivalent Capital Missile or Sub-Capital Missile strike.


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CAPITAL TORPEDOS
Modern large-scale torpedos are based off of capital & sub-capital missiles, and modern guided torpedos are theoretically capable of scoring a deadly hit on a large naval vessel from thousands of meters away, but are almost never actually used in combat: A scenario involving ships is rare enough, but ship-to-ship confrontations is unheard of outside of obscure trivia.

While theoretically better able at causing breaches than ASMs or surface-fired capital weapons, and while torpedos are fairly cheap, ships utilizing Capital Torpedo do so more out of tradition than out of any sort of military need.

General Rules:

The Technology/Availability Rating of a torpedo version is two steps lower than its space-based equivalent (Ex: Tech rating E Killer Whale -> Tech rating C Killer Whale torpedo). The C-Bill cost of the missiles is 1/4th of its space-based equivalent & weight of one missile is a third that of its space-based equivalent, rounded up to the nearest half-ton (Ex: Killer Whale ASM weighs 17 tons, costs 5,000 C-Bills)

Torpedos target units under the surface of the water. If playing in double blind mode one can choose to fire at a target detected by sensors, though the player will not be told by the GM what he just targeted.

A Capital Torpedo travels underwater at the rate of 3 hexsheets per turn, while sub-capital torpedos travel at 2 hexsheets per turn, and either has a maximum range in terms of mapsheets equal to its max range on the strat ops individual ranges table divided by 3, rounded up. Ex: a Manta Ray has an extreme range of 9, so a Manta Ray torpedo would have a range of 9/3=3 Mapsheets. Ex: A Barracuda has an extreme range of 50, so a Barracuda Torpedo has a range of 50/3=17 Mapsheets. For simplicity's sake measure the time it will take for the torpedo to hit the target at the time of firing, ignore if the target moving closer or further away from the target would result in longer or shorter transit times.

The THN of a Torpedo strike=Base Gunnery + Target Movement Modifier + 3 (Base ASM inaccuracy) + Terrain Effects (but not intervening terrain) + 4 (If target is 500 tons or less)+Misc.

Capital and sub-capital torpedos get the same extra crit chance as their space-based equivalents.

Additionally, Sub-Cap and Capital Torpedos have the following bonuses to breach checks:
-Cap & Sub-Cap Torpedos have breaching characteristics like the Trident IV Scylla Ammo
-Against targets with HarJel proper, Sub-Capital torpedos have a +1 penalty to the breach target number, making it harder to breach relative to capital torpedos.


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LAUNCHING PLATFORMS FOR TORPEDOS, ASMs, & SAMs

Non-Ship Based: Vehicles, VTOLs, Fighter, Small Craft

Ground Vehicles, Mechs, VTOLs, Fighters, Dropships & Small Craft can all carry Torpedo, ASM, and SAM versions of Capital Missiles in One-Shot mounts, which weighs and costs the same amount as just the missile itself. Vehicles & Aerospace Fighters require 1 slot for the weapon, while a torpedo/ASM/SAM version of a capital torpedo takes up a number of crits equal to the missile/torpedo's tonnage/2, rounded up. Note that heat tracking units like Aerospace Fighters and Battlemechs still need to sink the heat generated by the weaponry, determined from their space-based equivalents
Ex: A White Shark ASM weighs 20 tons, so it'd take 10 crit slots on a Battlemech mount. Firing that missile would produce 15 heat.
Ex:A Barracuda SAM weighs 10 tons, so it'd take 5 crit slots on a Battlemech mount. Firing that missile would produce 10 heat.

Alternatively, Aerospace Fighters, Convfighters, and VTOLs (under Tac Ops Rules) can use the missiles as external munitions using their hardpoints. When used in this faction Aeros don't need to track the heat produced by the missiles, though they'll slow down the vehicle as per usual hardpoint rules. The space they take up in terms of hardpoints is equal to their weight in tons, so a 10-ton Barracuda SAM (or, well, AAM in this case) takes up 10 hardpoints, or a 20-ton White Shark takes up 20 hardpoints. Note that this basically means that Aerospace fighters, ConvFighters and especially VTOLs are generally limited to the smaller, sub-capital variants when mounting missiles and torpedos via the hardpoint system.

Aerospace Fighters, ConvFighters, Small Craft, and Dropships, if they have a cargo bay and the Internal Bomb Bay quirk, can also mount Torpedos, SAMs and ASMs as "bombs".

Large-scale wet navy vehicles can theoretically also use one-shot mounts. However, since they take up 1 Capital Crit Slot per one-shot missile, this tends to be restricted to patrol boats and corvettes that are limited in tonnage anyways.

Large Naval Vessel-type launchers

ASM Launcher
ASM launchers have half the weight and C-Bill cost of their space-based equivalents, and have technology and availability ratings 1 level less than their space-based equivalents.
Ex: The Killer Whale ASM Launcher weighs 75 tons, costs 75,000 C-Bills, and have tech/availability ratings of D/B-D(E)-D-C

The sole exception is the AR-10 ASM Launcher: It has half the weight and C-Bill cost of their space-based equivalents, but has the same availability ratings as their space based equivalent.

AR-5 ASM Launcher
The AR-5 is basically a sub-capital version of the AR-10 introduced in 3075. Weight is the same as the AR-10. Its tech/availability rating is the same as the AR-10, except for pre-3075 when it doesn't exist yet.

Universal ASM Launcher
The Universal Missile Launcher was introduced in 3100 and combines the AR-5 and AR-10 systems. It has a tech rating of F and availability rating of F, with a weight of 300 tons and a C-Bill cost of 350,000.

The Universal ASM Launcher, specifically, weighs 150 tons and costs 175,000 C-Bills, with the same tech rating and availability rating as it's space-based counterpart.

SAM Launcher
Same as ASM launcher, but fires SAMs

AR-10 SAM Launcher
Same as AR-10 ASM launcher, but fires SAMs

AR-5 SAM Launcher
Same as AR-5 ASM launcher, but fires SAMs

Universal SAM Launcher
Same as Universal ASM Launcher, but fires SAMs

Omni-Launcher
An Omni-Launcher is capable of firing ASMs, SAMs, and the Space-Based variant of the Capital or Sub-Capital Missile (Including Tele-Operated versions). It weighs 50% more than the space-based launcher, and the C-Bill cost is twice that of the base launcher. It's primarily used on wet navy vessels but it could theoretically be mounted on Dropships, although the ASMs and SAMs would be useless in space.
Ex:An Omni-Piranha Missile Launcher weighs 150 tons and costs 150,000 C-Bills.
Ex:An Omni-Universal Launcher weighs 450 tons and has a C-Bill cost of 700,000.

Barrage-6 Launcher
Only regular ASMs can be modified as a Barrage-6 Launcher. Omni-Launchers, AR-10s, AR-5s, and Universal ASM Launchers cannot. Weight is 5x of a regular ASM launcher and 8x the C-Bill cost. Barrage-6 Launchers fire a stream 6 ASMs in one turn in an effort to overwhelm AMS, but requires nearly a minute to reload (Can fire once every 6 turns). Chief advantages include slightly lower weight than 6 regular launchers, substantial "alpha-strike" capability for overwhelming AMS, and still only requiring 1 capital-scale crit slot.
Ex:The Space-based Manta-Ray launcher weighs 160 tons and costs 150,000 C-Bills.
So a Manta-Ray ASM Launcher weighs 80 tons and costs 75,000 C-Bills.
A Barrage-6 Manta Ray ASM Launcher, then, weighs 400 tons and costs 600,000 C-Bills.

Torpedo Launcher
Torpedo Launchers have half the weight and C-Bill cost of their space-based equivalents. The technology & availability rating of a launcher is two steps lower than its space-based equivalent.

Only regular capital missile launchers can be a torpedo launcher. AR-10s and AR-5s cannot.


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OTHER CAPITAL/SUBCAPITAL WEAPONS ON NAVAL VESSELS

Not really new weapons, these rules just expand (and clarify) the range of abilities for naval-mounted capital and sub-capital weaponry:

-Naval weapons can make surface-to-orbit attacks in the manner outlined in Strategic Operations pg.109
-Capital/Subcapital missiles can make surface-to-surface attacks in the manner outlined in Strategic Operations.
-Naval Autocannons and Naval Gauss rifles mounted on blue water vessels are specifically modified with the capability of making low-power shots capable of performing indirect fire like an artillery gun to support planetside garrisons with long-range artillery support and to give another threat to dropships, and use a modified version of the Artillery Rules
-Capital ballistic weapons firing on the ground map can make an attack every 6 turns. Sub-capital ballistic weapons can make an attack every 3 turns.
-Capital ballistic weapons can make direct fire attacks using their space equivalent's range brackets in hexes. The attack is made as if it were making a direct-fire artillery attack.
Ex: A Light Naval Gauss Rifle would have the range brackets of 14/28/40/56 when firing directly.
-Capital ballistic weapons making indirect attacks use the table below to determine flight time in terms of ground turns:

INDIRECT FIRE CAPITAL CANNON ARTILLERY TABLE
Distance Flight Time*
(Hexsheets) (Turns)
<1 0
1-16 1
17-30 2
31-42 3
43-52 4
53-60 5
*For Naval Gauss, divide flight time by 2 and round up to get their flight time.

-The maximum indirect range of a capital weapon in hexsheets is determined by their space-based equivalent's extreme-range direct-fire brackets. Ex: A Light Naval Gauss Rifle has a max range of 56 hexes.
-Naval ballistic weapons suffer additional to-hit modifiers during indirect fire based off their firing range that other artillery weapons don't suffer from: +0 at short, +1 at medium, +2 at long, +3 at extreme.
Ex: a Light Gauss Rifle (range brackets 14/28/40/56) firing 10 mapsheets out would suffer from no penalty, but if firing out to 40 hexes suffers a +2 extra penalty.
Ex: a Heavy Sub-Capital Cannon (range brackets 5/10/15/20) firing 10 mapsheets out would suffer from a +1 penalty, and firing 20 mapsheets out would suffer from a +2 penalty.
-Naval lasers and PPC still can't do surface-to-surface indirect fire for obvious reasons. However, they can still do direct-fire attacks in the same manner as capital ballistic weapons.


Edited by Retry (05/27/18 09:55 PM)
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