Autocannon

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NathanKell
12/15/01 04:00 PM
24.44.238.62

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And now...yet another new set of rules for autocannon!
[borrowing (well, that's one way to put it ;) from Cray's VR AC, Bob and Lev's FanTech AC rules, and all the miscellaneous ideas tossed around in the old AC thread.]

Autocannon
(Note: AC ratings are replaced as follows: AC/5, AC/10, AC/15, and AC/20, so an AC/2 is a AC/5, and a AC/20 is unchanged, etc.)
Autocannon are designed to fire a number of bursts; this is given as their rating. ACs may fire more than the "safe" number, up to the maximum (60) but doing this may jam the weapon; in addition, this lowers the effective range. Conversely, firing less than the maximum safe number of bursts will increase the effective range (see tables, below). If an AC fires more than its safe number of bursts, it will jam on a to-hit roll of number of bursts divided by the rating, round up. Use the table below to determine range.
In reply to:

Jim's Mech has an AC/5 with which he chooses to fire 20 bursts. Dividing by the rating (5) gives 3, and so it will jam on a to-hit roll of 3. The AC/5's base range is changed to 3, and the target is 4 hexes away, so the target is in the AC/5's new medium range.



If an autocannon jams, resolve as per BMR. A ton of AC ammo contains 100 bursts, and should be recorded as such, not recalculated for the rating of the AC.
All AC fire is resolved on the (revised, see below) Missile Hits Table, with the AC rating used for the column; the number of hits is used as the block of damage (so an AC/20 can still do 20 points of damage to one location).
In addition a bonus (or penalty) is applied to the roll, based on the AC rating and number of bursts fired (see tables, below). A bonus (or penalty) is also applied based on the margin of success (or failure) of the to-hit roll: +MoS/2 (round down) for successful attacks, and -MoF for failed attacks.
As long as the missile hit modifier is -8 or above, a -1 to-hit modifier may be gained by taking a -2 penalty on the missile hits table.
In reply to:

Jim rolls a 10 against a target number of 6, giving him a Margin of Success of 4. The AC/5 doesn't jam, and now Jim must roll four times on the 5 column of the Missile Hits Table, with a penalty of -3 (-5 + MoS/2). He rolls two 8s, an 11, and a 5, resulting in two 3-point clusters, one 4-point cluster and one 1-point cluster.




Tables:
Range
Burst: 5 10 15 20 25 30 35 40 45 50 55 60
AC/5 7 5 4 3 2 1 1 1 1 1 1 1
AC/10 8 6 4 3 3 2 2 1 1 1 1 1
AC/15 9 7 5 4 4 3 3 2 2 1 1 1
AC/20 10 8 6 5 4 4 3 3 2 2 1 1

Missile Hit Roll Modifier
Burst: 5 10 15 20 25 30 35 40 45 50 55 60
AC/5 +3 +0 -2 -5 -8 -9 -10 -10 -10 -10 -10 -10
AC/10 +7 +2 +0 -4 -7 -7 -8 -9 -10 -10 -10 -10
AC/15 +9 +5 +3 +2 -6 -6 -7 -8 -8 -9 -10 -10
AC/20 +10 +9 +6 +4 +3 +1 +0 -3 -4 -6 -9 -10

Roll % Hit 5 10 15 20
2 20.00% 1 2 3 4
3 30.00% 2 3 5 6
4 40.00% 2 4 6 8
5 50.00% 3 5 8 10
6 60.00% 3 6 9 12
7 65.00% 3 7 10 13
8 70.00% 4 7 11 14
9 75.00% 4 8 11 15
10 80.00% 4 8 12 16
11 90.00% 5 9 14 18
12 100.00% 5 10 15 20
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
NathanKell
12/15/01 10:04 PM
24.44.238.62

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Eh, can't edit.
Oh well.

Corrections:
Range
Burst: 5 10 15 20 25 30 35 40 45 50 55 60
AC/5 7 5 4 3 2 1 1 1 1 1 1 1
AC/10 8 6 4 3 3 2 2 1 1 1 1 1
AC/15 9 7 5 4 3 3 3 2 2 1 1 1
AC/20 10 8 6 4 4 3 3 3 2 2 1 1
Missile Hit Roll Modifier
Burst: 5 10 15 20 25 30 35 40 45 50 55 60
AC/5 +3 +0 -2 -5 -8 -9 -10 -10 -10 -10 -10 -10
AC/10 +7 +2 +0 -4 -7 -7 -8 -9 -10 -10 -10 -10
AC/15 +9 +5 +3 +2 -6 -6 -7 -8 -8 -9 -10 -10
AC/20 +10 +9 +8 +7 +5 +4 +2 +1 +0 -1 -2 -3

Firing more or less bursts than an AC’s rating causes a proportional amount of heat. Divide the number of bursts by the AC rating and multiply by the heat the AC generates. Round fractions up, but only at the end (i.e. firing 45 rounds from an AC/20 causes 16 heat [45/20*7 = 15.75]).
Star League-era ACs had more advanced targeting and machining; they receive a +2 bonus on the Missile Hit roll, as well as a –1 modifier to the target number for jamming. LB-X autocannon may fire at most half as many cluster bursts as slug bursts (i.e., 30) but doing so gives a +1 (total) modifier to the jamming target number if firing at over the rating. In addition, their Missile Hit Roll modifier can never be more than 0; subtract the 5-column modifier from the desired burst’s column’s modifier. Ultra autocannon receive a –2 (total) modifier to the jamming target number and an additional +2 (+4 total) bonus on the Missile Hit Roll.
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
Korbel
12/15/01 10:47 PM
172.149.60.64

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Mikey Likes it... He really Likes it
NathanKell
12/15/01 11:13 PM
24.44.238.62

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Another note: They're roughly (and I do mean roughly) balanced, based on range, with energy weapons at the two tech levels (using an equation best-fitted to FASA's energy weapons' efficiency). Playtesting may prove otherwise.
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
NathanKell
12/16/01 02:15 PM
24.44.238.62

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Easy method: roll just once for missile hits and multiply total bursts fired by the percentage (second column of the MHT). Round normally (i.e. .5 up). Then cut into chunks of AC's rating-size. That cuts out about half the excess rolls.
If you want to simplify further, use 20-point chunks on everything (although this gives smaller ACs a big advantage, at least in terms of damage concentration vs tonnage).
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
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