Retry
06/02/18 08:17 PM
174.70.184.145
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EXPANDED (err, contracted) ARTILLERY CAPABILITIES
Standard Artillery (arrow IV, Sniper artillery, etc) is assumed to be capable of Anti-Aircraft flak fire, making all artillery systems fairly multipurpose systems. However, that means that vehicles like the Pollux ADA tank and Huitzilopochtli AAA variant, which also has artillery systems, are functionally identical to non-dedicated AA units unless specifically using quirks. Under these rules, a standard artillery piece is assumed to not have the tracking ability or the fire control to hit speedy, aerial targets and automatically miss if they attempt to do so. Note that this makes artillery units extra vulnerable to VTOLs and Aircraft.
However, the rarer (AA) modification of an artillery piece can allow artillery to fire on aircraft using the usual anti-air artillery flak rules.
Non-dedicated AA Arrow IV launchers cannot use the ADA Arrow IV munition.
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ANTI-AIRCRAFT MODIFICATION The AA modification provides the FCS and the precision turret targeting and turret slewing mechanism to target and strike aircraft. The AA modification is weightless, with its only cost being 50% higher C-Bill cost for the launcher and 1 step higher availability ratings (So an IS Arrow IV's tech/availability rating becomes E/F-X-F-E). This modification can be made to the Arrow IV, Long Tom, Sniper, and Thumper pieces, and allow them to fire at aircraft using the usual artillery flak rules. A Long Tom piece with the AA modification would be labeled as (AA) Long Tom Artillery Piece
During a campaign play using canon units, assume most of them use regular non AA versions, with exceptions of the Huit AAA, Pollux ADA, and whatever else the GM desires.
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MRSI MODIFICATION The MRSI Modification is available to the regular Tube Artillery systems (Long Tom, Sniper, and Thumper).
The MRSI Modification is an advanced tech upgrade that increases the technology level and availability rating by 2 steps and C-Bill cost by 50%, and is incompatible with the AA modification (so a (MRSI) Sniper Artillery Piece costs 450,000 C-bills and has a tech/availability level of D/E-E-E-E. The modification pays for the extra fire control system that allows the system to fire in "MRSI mode".
When firing in MRSI mode, the firing unit can select a shell flight time higher than that shown on the Tac Ops artillery flight times table up to their maximum flight time (3 for Thumpers & Snipers, 5 for Long Toms). The primary use of this ability is to chain together several shots at short artillery ranges so they land on the same turn, especially Copperhead rounds, for devastating strikes.
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ULTRA MODIFICATION The Ultra Modification is available to the Thumper and Sniper artillery pieces. Technical difficulties make it unfeasible for integrating to the Long Tom and never got off the prototype stage for that specific piece.
The Ultra Modification is a late 3050s era modification that effectively allows the piece to double its firing rate from 6 rounds per minute to 12 rounds per minute and can make an extra artillery attack in one turn, though heat and ammo consumption will be doubled. Both shots will be resolved as usual except with a +1 to-hit modifier to represent the inherent inaccuracy of trying to fire at such a rapid rate.
The Ultra Modification increases the weight of the piece by 5 tons (2.5 for clan), crits space by 5 (2 for clan), C-Bill cost by 50% (multiplicative with other modifications), and raises tech/availability rating by 2 steps (if used by itself or with the AA mod) or 1 step (if used with the MRSI mod). The mod also increases the BV of the gun by 70%. NOTE:1st two eras have an X rating since the Ultra mod doesn't exist yet!
Ex: An (IS) Ultra MRSI Thumper weigh 20 tons, takes up 20 crits, has a tech/availability rating of E/X-X-F-F, and costs 421,875 C-Bills with a BV of ~73.
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LITE The Lite artillery piece is a reconstruction of traditional tube artillery pieces using advanced lightweight materials like Endo-Steel as part of the structural materials, substantially reducing weight and allowing them to be mounted on lighter vehicles, making them closer to the Arrow systems in terms of weight. Unfortunately, the Long Tom Lite prototypes were prone to catastrophic failure and never became a production variant, leaving the Lite Thumper & Lite Sniper the only artillery variants available.
The Lite modification is compatible with the MRSI modification and AA modification, but not the Ultra modification.
The Lite modification reduces weight by 1/3rd rounded up to the nearest half-ton (Ex:Lite Sniper weighs 13.5 tons). The clan Lite variant has 80% the crit slots of the original artillery gun while the IS version has no benefit in terms of crits. The Lite modification increases the C-Bill cost by 100% and increases tech/availability rating by 2 steps. Ex: Lite Sniper costs 600,000 C-Bills and has an availability rating of D/E-E-E-E.
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ARTILLERY CANNONS REVISION Artillery Cannons are stupidly expensive compared to their artillery equivalents for no good reason. Instead of using their current C-Bill cost, just divide the artillery cannon equivalent by 2 to get the new Artillery Cannon C-Bill cost. Ex: Sniper Cannon becomes 150,000 C-Bills.
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MORTARS Mortars are generally cheap, simple, and lighter than full-sized tube artillery, and are common on lightweight and cheap vehicles as integrated fire support for invaders or a poor man's garrison artillery, though they lack stopping power and range of the larger pieces.
However, due to the popularity of the Arrow IV, higher-tech Mortar systems with various quirks are making a comeback in the 31st century in the Great House militaries.
Unlike 'Mech Mortars, these Artillery Mortars generally fire larger, slightly more powerful shells, and most cannot be direct-fired. They can be used as Field Artillery by conventional infantry.
Artillery Mortars may have their ammunition installed in half-ton lots.
Stokes 2 Heat 2 Tons 1 Crit 20,000 C-Bills A/B-B-B-B 2 Mapsheet Range 66 rounds/ton (900 C-Bills/ton) Description:The Stokes is one of the smallest, most primitive artillery systems available, and is ubiquitously associated with the Periphery which uses them frequently on technicals and armored cars. A miniaturized version with a more powerful warhead was developed for Battle Armor in the mid 3070s that's known simply as the BA Tube Artillery.
-Stokes Gun-Mortar Stats: As Stokes, but +.5 tons, +1 crit slot, B/C-C-C-C tech rating +10,000 C-Bills Description: This is a "gun-launcher" variant of the Stokes, with a direct-fire capability. Doing an direct fire attack has a range of 3/6/9 and is treated like an Artillery Cannon.
Ammo:
Stokes HE Ammo: 3 R0 damage B/B-B-B-B
Stokes Flare Ammo: Resolved as 2 Flare 'Mech Mortar hits of radius R1 C/C-C-C-C
Stokes Smoke Ammo: Creates a R0 smoke cloud for 3 turns B/B-B-B-B
Stokes Copperhead Ammo: 2 R0 damage, follows standard rules of Copperhead ammo, 3x C-Bill cost E/D-F-E-D
Stokes Flechette Ammo: 1D6/2 damage against infantry R1, no damage to vehicles/BA B/C-C-C-C
Stokes Incendiary Ammo: R0 effect, treat as a hit by 1 Inferno SRM, 2x C-Bill cost D/D-E-D-C
Goon 3 heat 5 tons 3 crits 40,000 C-Bills A/B-B-B-B 3 Mapsheet Range 50 rounds/ton (1,800 C-bills/ton) Description:The Goon is the mid-weight of the standard Mortar rounds and is usually favored over the Stoke due to its larger area of effect on its standard HE charge.
Ammo:
Goon HE Ammo: 4/1 Damage B/B-B-B-B
Goon Flare Ammo: Resolved as 3 Flare 'Mech Mortar hits of radius R1 C/C-C-C-C
Goon Smoke Ammo: Creates a R0 smoke cloud for 4 turns B/B-B-B-B
Goon Copperhead Ammo: 3 R0 damage, follows standard rules of Copperhead ammo, 3x C-Bill cost E/D-F-E-D
Goon Flechette Ammo: 1D6 damage against infantry R1, no damage to vehicles/BA B/C-C-C-C
Goon Incendiary Ammo: R0 effect, treat as a hit by 2 Inferno SRMs, 2x C-Bill cost D/D-E-D-C
Vena 4 heat 7 tons 7 crits 70,000 C-Bills A/B-B-B-B 4 Mapsheet Range 40 rounds/ton (2,500 C-bills) Description:The heavy-weight of the Mortars, the Vena is also the most common of the "primitive" mortars among the Great Houses due to its combination of cost efficiency, stopping power, and range.
Vena HE Ammo: 5/2 damage B/B-B-B-B
Vena Flare Ammo: Resolved as 5 Flare 'Mech Mortar hits of radius R1 C/C-C-C-C
Vena Smoke Ammo: Creates a R0 smoke cloud for 6 turns B/B-B-B-B
Vena Copperhead Ammo: 4 R0 damage, follows standard rules of Copperhead ammo, 3x C-Bill cost E/D-F-E-D
Vena Flechette Ammo: 3D6/2 damage against infantry R1, no damage to vehicles/BA B/C-C-C-C
Vena Incendiary Ammo: R0 effect, treat as a hit by 3 Inferno Missiles, 2x C-Bill cost D/D-E-D-C
Makmat 5 heat 10 tons 10 crits 100,000 C-Bills A/B-B-B-B 5 Mapsheets Range 25 rounds/ton (3,500 C-Bills) Description:The "assault-weight" of the primitive mortars, the Makmat is not as popular as the Vena since its tonnage puts it closer to the longer range Thumper and Arrow IV, but still finds use especially in the Periphery. One notable exception is the Lyrans who use the Makmat as their primary mortar system.
-Makmat Gun-Mortar Stats: As Makmat, but +25,000 C-Bills, +2.5 tons, +2 crits, B/C-C-C tech/availability Description: This is a "gun-launcher" version of the Makmat that can opt to do a direct-fire attack like an Artillery Cannon with range brackets 5/10/15
Makmat HE Ammo: 8/3 damage B/B-B-B-B
Makmat Flare Ammo: Resolved as 6 Flare 'Mech Mortar hits of radius R1 C/C-C-C-C
Makmat Smoke Ammo: Creates a R0 smoke cloud for 8 turns B/B-B-B-B
Makmat Copperhead Ammo: 7 R0 damage, follows standard rules of Copperhead ammo, 3x C-Bill cost E/D-F-E-D
Makmat Flechette Ammo: 2D6 damage against infantry R1, no damage to vehicles/BA B/C-C-C-C
Makmat Incendiary Ammo: R0 effect, treat as a hit by 1 Inferno Missile, 2x C-Bill cost D/D-E-D-C
Big Pig 20 heat 15 tons 15 crits 300,000 C-Bills A/F-X-F-E 3 Mapsheets 5 rounds/ton (10,000 C-Bills) Description:A rare siege mortar, the construction of Star League Castles Brian was the first time to see the concept of a siege mortar revived. Its extremely limited range and unwieldiness makes the Big Pig even less common than Rifled Cannons, despite lobbing the equivalent of a Long Tom shell. The WoB would revive this as an anti-dropship ground weapon and create an even larger monstrosity.
Big Pig HE Round: 25/15/5 damage, +1 to-hit modifier B/C-C-C-C
Anti-Brian Round: 30 Damage R0, ignores special armor effects like Hardened, causes automatic critical hit, +1 to-hit modifier D/F-X-F-E
Davy Crockett-I: Long Tom Davy Crockett nuke fired by mortar, +1 to-hit modifier (As Long Tom nuke ammo)
The Mallet 50 heat 50 tons 40 crits 2,000,000 C-Bills A/X-X-F-X (Introduced 3071 by WoB) 8 Mapsheets 1 Round/ton (50,000 C-Bills/ton) Description:A supersized Big Pig, The Mallet is nominally an anti-Castle Brian siege weapon, but in practice in the rare instances that it actually saw use was as a terror weapon, demolishing cities with ease. The Mallet is even more unwieldy than the Big Pig, and though the WoB installed prototypes on some Omega 'Mech prototypes and Dropships, they were never widely used and were never revived by other factions after the Jihad.
Mallet HE Round: 75/55/25/5 Damage +2 to hit, 2x scatter on miss F/X-X-F-X
Mallet Anti-Brian Round: 150 Damage R0, ignores special armor effects on hit, causes automatic critical hit, +2 to hit, 2x scatter on miss.
Cornflower 12 heat 8 tons (7 Clan) 8 crits (7 Clan) 120,000 C-Bills D/X-X-F-D (Introduced 3049 by DC) 5 Mapsheet Range (6 Clan) 8 rounds/ton (2,000 C-bills/ton) Description:One of the first of the advanced mortar systems, the Cornflower is a heavily modified Goon mortar with a six-shot revolver reload system, allowing 6 mortar shells to be fired in the span of a single second. The Cornflower also has a pre-programmed "hexagon fire mode" for some ammunition which can prove useful sometimes. However, it does require nearly 20 seconds to cool down and reload the revolver rack after firing. The Cornflower was first mounted on a Panther dubbed the PNT-9FLO, making it the first light artillery 'Mech platform. Combine units were overrun during the Clan Invasion, and the Clans captured some Cornflower Mortars. Impressed with the simplicity and effectiveness of the Cornflower, Clan Hell's Horses refined them for use in their own combined arms units and garrison units.
Notes:Must spend 1 turn 'cooling down' after firing a barrage. Effectively fires 6 "shots" per turn, roll to-hit for all of them as usual. Without the help of software, multiple Cornflowers can lengthen the game significantly. The Cornflower can be used in Direct Fire mode like an Artillery Cannon with a range of 4/8/12 The Cornflower has an alternative firing mode called "Hexagonal Pattern". When doing this firing mode, only roll to-hit and for scattering once. When firing in hexagonal pattern mode, one shell hits in every hex adjacent to the hex that it was determined to "hit". Recommended for Smoke, Flare, and HE ammo, or just to speed up resolution.
Ammo:
Cornflower HE Ammo: 4/1 Damage/shell B/B-B-B-B
Cornflower Flare Ammo: Resolved as 3 Flare 'Mech Mortar hits of radius R1 per shell. C/C-C-C-C
Cornflower Smoke Ammo: Creates a R0 smoke cloud for 4 turns for each shell. B/B-B-B-B
Cornflower Copperhead Ammo: 3 R0 damage per shell, follows standard rules of Copperhead ammo, 3x C-Bill cost E/D-F-E-D
Cornflower Flechette Ammo: 1D6 damage against infantry R1 per shell, no damage to vehicles/BA B/C-C-C-C
Cornflower Incendiary Ammo: R0 effect, treat as a hit by 2 Inferno SRMs per shell, 2x C-Bill cost D/D-E-D-C
Patria 8 heat 12 tons (10 clan) 12 crits (10 clan) 250,000 C-Bills E/X-X-X-E (Introduced 3102 by FS) 9 Mapsheet Range (10 Clan) 20 rounds/ton (7,500 C-bills) Description:One of the most technologically advanced Mortar systems ever developed, the Patria was developed by the Federated Suns as the swiss army knife of Mortars. Based on the Vena, the Patria is a dual-barreled gun-mortar with rocket-assisted ammunition and very advanced FCS, which bloated the weight and cost of the system, making it so expensive in fact that it's difficult for the AFFS to justify using them over tube artillery or Arrow IVs. Clan Diamond Shark got their hands on some and started producing copies in 3105.
Notes: Fires 2 "shots" per round, roll to-hit for each as usual. MRSI Capable (See MRSI section for details) AA Capable (See AA section for details) Direct Fire: Can operate like an Artillery Mortar in direct-fire mode with ranges 6/12/18
Patria HE Ammo: 5/2 damage B/B-B-B-B
Patria Flare Ammo: Resolved as 5 Flare 'Mech Mortar hits of radius R1 per shell C/C-C-C-C
Patria Smoke Ammo: Creates a R0 smoke cloud for 6 turns per shell B/B-B-B-B
Patria Copperhead Ammo: 4 R0 damage per shell, follows standard rules of Copperhead ammo, 3x C-Bill cost E/D-F-E-D
Patria Flechette Ammo: 3D6/2 damage against infantry R1 per shell, no damage to vehicles/BA B/C-C-C-C
Patria Incendiary Ammo: R0 effect, treat as a hit by 3 Inferno Missiles per shell, 2x C-Bill cost D/D-E-D-C
FASCAM Ammo: delivers a R0 5-point minefield per shell, 2.5x C-Bill cost
Scorpion 4 heat 2.5 tons (2 clan) 4 crits (3 clan) 80,000 C-Bills F/X-X-X-F (Introduced 3105 by FS) 3 Mapsheet Range 50 rounds/ton (1,800 C-bills/ton) Description:The Scorpion is also a Federated Suns mortar, developed in an entirely different direction than the Patria: The Scorpion modifies the Goon mortar to make it smaller and lightweight enough for very light vehicles to carry. Amazingly, using lightweight composites and an endo-steel construction for most components, the weight of the new mortar dropped nearly to the level of a Stokes mortar. However, while ideal for ultra-light vehicles and as field artillery, its exotic composite materials make it even harder to properly repair than an Arrow IV, keeping it an experimental weapon. Clan Hell's Horses acquired Scorpion launchers somehow and started making their own, even more compact versions.
Ammo:
Scorpion HE Ammo: 4/1 Damage B/B-B-B-B
Scorpion Flare Ammo: Resolved as 3 Flare 'Mech Mortar hits of radius R1 C/C-C-C-C
Scorpion Smoke Ammo: Creates a R0 smoke cloud for 4 turns B/B-B-B-B
Scorpion Copperhead Ammo: 3 R0 damage, follows standard rules of Copperhead ammo, 3x C-Bill cost E/D-F-E-D
Scorpion Flechette Ammo: 1D6 damage against infantry R1, no damage to vehicles/BA B/C-C-C-C
Scorpion Incendiary Ammo: R0 effect, treat as a hit by 2 Inferno SRMs, 2x C-Bill cost D/D-E-D-C
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VEHICULAR GRENADE LAUNCHER Not actually an Artillery piece, I just included this here for the heck of it.
Current Vehicular Grenade Launchers are retro-actively renamed as One-Shot Vehicular Grenade Launchers
Reloadable Vehicular Grenade Launchers have the same stats as a One-Shot launcher but must dedicate tonnage to an ammunition bay instead of having the shot integral to the launcher, with 1 ton of ammo equal to 12 shots. The ammo can be installed in half-ton or even quarter-ton lots. The reloadable version can use all ammo that the one-shot version can use.
Clan Vehicle Grenade Launchers (both One-Shot and Reloadable) weighs only .25 tons.
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ROCKET ARTILLERY Simple rockets have been used around as long as gunpowder itself has existed, being one of the oldest concepts still on the battlefield to date. Modern Rocket Artillery fires massive barrages to saturate large areas in a single turn, but usually require a lot of down time to reload. It's useful in knocking out poorly armored artillery vehicles in counter-battery fire.
(Note: These rules are very abstracted to make resolution on the board game simple-ish, so rather than calculating every single individual rocket these rules calculates the entire barrage as one huge group. Rocket Artillery is probably only suitable for strategic-scale gameplay.)
General Notes:Unless otherwise stated, the inherent inaccuracy of Rocket Artillery causes it to scatter 2x the number of hexes as normal. If using morale rules, getting hit by Rocket Artillery causes a +1 modifier Rocket Artillery cannot fire directly and may have minimum ranges measured in mapsheets.
The travel time of a rocket artillery barrage is determined by calculating the time it'd take a cruise missile, divided by 2, rounded up.
RELOADABLE RA-##-## SERIES ROCKETS Typical multi-launch rocket artillery, the middle number stands for the number of rockets and the last number stands represents its radius of effect in meters.
RA-20-75 5 Heat 4 tons 4 crits 20,000 C-Bills C/D-D-D-D Range dependent on Ammo Notes:Requires 1 turns to rearm after firing. Base Damage Profile:2/1/1
RA-45-105 10 Heat 9 tons 9 crits 45,000 C-Bills C/D-D-D-D Range dependent on Ammo Note: Requires 2 turns to rearm after firing. Base Damage Profile:3/2/1/1
RA-90-135 15 Heat 18 tons 18 crits 90,000 C-Bills C/D-D-D-D Range dependent on Ammo Note: Requires 4 turns to rearm after firing Base Damage Profile:6/3/2/1/1
RA-150-165 20 Heat 30 tons 30 crits 150,000 C-Bills C/D-D-D-D Range dependent on Ammo Note:Requires 8 turns to rearm after firing Base Damage Profile:11/5/3/2/1/1
RA-270-195 25 Heat 54 tons 54 crits 270,000 C-Bills C/D-D-D-D Range dependent on Ammo Note:Requires 14 turns to rearm Base Damage Profile:19/6/4/3/2/1/1
ONE-SHOT RA-Series LAUNCHERS Same specs as the Reloadable series, but halve the tonnage/crits/C-Bill cost, and it can't be reloaded.
AMMO
Base ammo costs 12,000 C-Bills per 180 missiles (1 ton), tech/availability C/D-D-D-D
Short-Range Rockets: Multiply damage profile by 2x. Min range: 5 Mapsheets, Max Range: 10 Mapsheets
Long-Range Rockets: Multiply damage profile by 1x. Min range:5 Mapsheets, Max Range: 40 Mapsheets
RELOADING A RELOADABLE RA-Series LAUNCHER
Unlike other weapons, a RA series launcher has a far more limiting method of reloading its missile rack and follows slightly different rules for it.
A unit with an unloaded RA launcher must declare what rocket type (Short-Range or Long-Range) it's going to load, and then it takes the # of turns described on the sheet to complete the loading procedure. Attempting to change to a different rocket type resets the procedure.
Additionally, the rocket ammo must be held in a cargo bay instead of a traditional ammo bay at the rate of 180 rockets per ton of cargo. If the unit doesn't have enough ammo to fire a full barrage (ex: has 200 rockets but has the RA-270 launcher) the launcher is considered to be out of ammo and cannot fire.
A hit to a cargo bay containing rocket ammo detonates all rockets in the cargo bay, treating it as an ammo explosion where every SR rocket counts for 2 points and every LR rocket counts for 1 point of damage. CASE & CASE II works as usual. --------------------------------------------------------------------------
ADDITIONAL ARROW SYSTEMS The success of the Arrow IV led to the developments of two derivatives: The heavy-weight Arrow V and the lightweight Arrow X.
Unless otherwise stated, assume Availability/Tech Ratings of Arrow V & X ammo to be the same as their Arrow IV equivalents.
Arrow V 20 heat 24 tons (20 Clan) 24 crits (20 Clan) 1,000,000 C-Bills E/E-F(F*)-E-D 13 Mapsheets Range (15 clan) 3 rounds/ton (15,000 C-Bills base) HE damage: 25/15/5 Description:The Arrow V is a derivative of the Arrow IV designed to partially rectify the Arrow IV's limited range, which uses a larger missile that's more than 50% larger to carry more fuel and a heavier payload. As it turns out, the increased range was not as great of an advantage as was expected since further ranges resulted in longer travel times, making the Arrow V not as flexible or popular as the Arrow IV. The Arrow V still has some other properties which makes it see some use, especially within Lyran territory.
Alternate Ammo: ADA V-Resolve as a normal ADA, except damage = 30, range brackets are 0-1 mapsheets short, 2-3 mapsheets medium, 4-5 mapsheets long, and ADA V has an additional +1 to-hit modifier.
Homing-50% higher C-Bill cost, resolve as normal homing projectile with 30 damage
Cluster-Resolve as usual cluster shot w/ HE damage's damage profile
Minefield FASCAM-50% higher C-Bill cost, creates 30 point minefield (both IS and Clan Vibrabomb/Active-100% higher C-Bill cost, creates 30 point minefield
Illumination: Acts as an R5 Illumination round
Inferno V:Acts as an Inferno IV, except center hex is treated as though hit by 8 inferno rounds
Laser-Inhibiting:300% higher C-Bill cost, smoke lasts 1 turn longer than normal.
Smoke:Delivered as usual, lasts 1 extra turn.
Fuel-Air Arrow V:Treat as Long Tom Fuel-Air Shell
Trident V: -All rounds behave similarly to the land-based Arrow V ammo. -Charybdis Ammo is a R5 round that deals 5 damage/hex -Scylla Ammo deals 40 points of damage and the target breach number is decreased by an additional -1
Arrow X 6 heat 10 tons (8 Clan) 10 crits (8 Clan) 300,000 C-Bills E/E-F(F*)-E-D 5 Mapsheets Range (6 clan) 8 rounds/ton (8,000 C-Bills base) HE damage: 15/5 Description:The Arrow X is a derivative of the Arrow IV that was originally intended specifically as an anti-air version of the Arrow IV. The Arrow X is short-ranged but lightweight, and it's nearly as frequently seen on the front lines as the versatile Arrow IV. The Capellans are the most frequent users of the Arrow X.
ADA X-Resolve as a normal ADA, except damage = 15 and the ADA X has a -1 to-hit modifier.
Homing-50% higher C-Bill cost, resolve as normal homing projectile with 12 damage
Cluster-Resolve as usual cluster shot w/ HE damage's damage profile
Minefield FASCAM-50% higher C-Bill cost, creates 15 point (clan) or 10 point (IS) minefield Vibrabomb/Active-100% higher C-Bill cost, creates 10 point minefield
Illumination: Acts as an R3 Illumination round
Inferno V:Acts as an Inferno IV, except center hex is treated as though hit by 3 inferno rounds
Laser-Inhibiting:300% higher C-Bill cost, smoke lasts 1 turn less than normal.
Smoke:Delivered as usual, lasts 1 less turn.
Fuel-Air Arrow X:Treat as Thumper Fuel-Air Shell
Trident V: -All rounds behave similarly to the land-based Arrow V ammo. -Charybdis Ammo is a R3 round that deals 3 damage/hex -Scylla Ammo deals 20 points of damage and the target breach number is increased by an additional +1
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To-Do
2 more Arrow variants, a heavier one and a lighter one
Capellan version of the Buratino: Inferno rockets on a large area with a possible option for minefield sub-ammo type
Edited by Retry (06/03/18 02:34 PM)
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