tgsofgc
11/09/03 09:04 PM
67.4.199.197
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Well after browsing through around 50+ pages of this forum I'm starting to realize there were a whole lot of intressting discussions of new technology. Ranging from Cray's absurd MAs and the Long Range Large Laser to the zany cooling systems of Diablo. So what I'm presenting here are a few peices of my own home brew tech:
Light Compact Engine (LC) Weight: 1/2 of a standard engine weight Criticals: 3x RT 3x LT 3x CT (Note the bottom 3 engine criticals are considered unoccupied) The LC Engine can acomodate heat sinks into the engine sheild as per standard rules however an LC Engine only comes with 5 free heat sinks and must use standard heat sinks.
Triple Heat Sinks Weight: 1ton Criticals: IS (4) C(3) Special: Units mounting Triple Heat sinks may only mount 1/2 the normal number for free in the engine with out assigning criticals. Also engines designed to work with Triple Heat Sinks only come with 8 heat sinks for free, as apposed to the normal 10
Low Intensity Extreme Range Lasers (LIER Lasers) Medium LIER Laser Weight: 1.5 ton Criticals: 2 Heat: 9 Damage: 3 (or 4 I keep going back and forth, 3s more consistent though) Min: 2 Short: 8 Medium: 16 Long: 24 Extreme: 25 Large LIER Laser Weight: 6.5 Criticals: 4 Heat: 18 Damage: 7 Min: 2 Short: 9 Medium: 18 Long: 27 Extreme: 28
Low Complexity Sensor Array Weight: Cockpit weighs 2.5 tons instead of 3 The second sensor critical in the head is considered empty. Mechs with a LCSA follow the following rules: 1. They may never fire into multiple arcs in the same turn. 2. They may only fire on a single target beyond the first and it imposes a +3 penalty instead of +1 3. A single sensor hit totally destroys the system requiring it to be replaced 4. Dawn/Dusk Modifier is +2, while Night/Darkness is +4 5. Double the affects of all modifiers to fire due to heat (for instance +2 becomes +4). 6. A mech mounting LCSA may not mount any other additional sensors.
Remote Sensing Array This is actually an expansion of a normal sensor array to provide capabilities similar to that of a number of scout vehicles which are able to place and monitor remote sensors. Weight: 2 tons Critical: 1 in the head Remote sensors can be launched through specialized narc tubes or srm tubes. A single RSA system can track and monitor the 3 most actively placed sensors on an active battlefield or up to 10 out side of combat. Remote Sensors have the following effects and uses: 1. Any unit passing over the hex with a remote sensor must alert the detecting unit of the type of the unit and on a roll of 7+ on 2D6 show the detector the unit's record sheet for 10 secs. 2. Indirect LRM fire can be directed by the sensing unit as if it had line of sight from any sensor as long as it makes no attacks during that turn (excluding physical attacks). 3. Sensors cut by ECM are considered non functional, units with null signature systems need never reveal their record sheets. 4. Remote sensors can also be activated to act as homing signals for accurate artillery fire, thought any such fire will always destroy the sensor. 5. Any attack that affects a hex usch as bombing or artillery automatically destroys remote sensors. 6. Remote sensors may be removed by infantry occupying the sensor's hex during the physical attack phase. This requires a roll of 7+ modified by the unit's experience on 2D6. 7. Remote sensors can be destroyed by making an attack that successfully clears the hex.
High Heat Beam This is a specialized laser style weapon that is specifically meant to create and diffuse large amounts heats through a hit target. The result is a versatile weapon that behaves like a long range flamer versus armor and mechs though is less adapt at starting fires. Weight: 4 tons Criticals: 2 Heat: 8 Damage: 4 (maqy cause 4 damage or 4 heat, though not both) Short: 5 Medium: 10 Long: 15 Extreme: 20 Note* when clearing hexes or attempting to start fires treat this as a laser weapon and not as a flamer.
Buck Shot Gauss Cannon This modified gauss rifle projects large blocks of poorly fused metal that scatters as it obtains the large exit velocities shortly after leaving the barrel. The result is a buckshot style weapon slightly less effective than standard large caliber LBX autocannons but is far more heat efficient. Note treat ammo explosions like a gauss rifle, the ammo can't explode but the weapon can for 20 pts of damage. Heat: 2 Damage: 15 (roll on lrm-15 table and resolve hits as 1 pt hits as per cluster munitions) Modifier: None (due to the offset of the lack of control from the scattering mechanism) Weight: 15 tons Criticals: 6 Minimum: 1 Short: 7 Medium: 14 Long: 18 Extreme: 28 Ammo: 8 shots a ton
Mech AP Weapondry Pods These are specialized collections of small mechwarrior scaled weapons mounted together on mechs as a means of point defense Weight: 0.5 tons Damage depends on weapons selected, for mechwarrior conversions treat the damage per weapon as the total possible damage the weapon could deal (if all rolls are max in mechwarrior 2) divided by 24. If the weapon is generally considered a support style weapon then divide by 6 if not divide by 12. Heat: Total Power use divided by 10, if this is less than 1 treat as 0 Number of Weapons: Any number as long as the total weight of all the weapons is less than 0.5 tons with control equipment. Control equipment costs 100 kilograms per ten weapons rounded up. Criticals: 1 Ammunition: Determine a gross ammo per ton or half ton by dividing the weight (1 ton or .5ton) by the average number of shots per kilogram These specialized pods will always deal 1D6 damage to infantry per point of battletech damage, these generally are small arms after all Range: Convert from Mechwarrior 2nd edition stats as follows Divide the mechwarrior hex ranges give in 5 meter hex units by 6 to get 30 meter battletech compatiable hexes Cost: Total all Mechwarior costs then multiply by 2 An example: Gyrojet Point Defense Pod Weight: 0.5 tons 25 Heavy Gyrojet Guns (0.20 tons) Control Equipment (0.30 tons) Damage: 4 Total Max Mechwarrior Damage: (42x25)= 1050 Base damage: (1050/24)= 43.75 Adjustment (non support weapon): (43.75/12)= 3.64 approx 4 Heat: 0 Ammunition: 200 ton or 100 per 0.5 tons Total Shots: (5x500)= 2500 Divided by Weapons: (2500/25)= 100 Cost: 125,000 cbills Total Weapons: (2,500x25)= 62,500 Multiplyer: (62,500x2)= 125,000 cbills Ammo Cost: I'm unfortunately still working on this due to the high reload costs in mechwarrior 2 stats, for example. 125,000 cbills for half ton of ammunitionfor this gyrojet pod while machine gun ammo cost 500 cbills for a half ton. Possible divide by number of weapons in the pod, this would mean 5,000 cbills a half ton. Range: Short: 2 Medium: 6 (3) Long: 12 (4) Let me know if these conversion rules seem to munchkinny and any ideas to help balance. Last Minute Rules Smudge* divide the long range by 2 and for non support weapons also divide the medium range by 2. This helps off set the much larger mechwarrior ranges.
Heat Sheilded Engine (HS Engine) This experimental variety of engine uses advanced manufacturing techniques maximize the heat disipating qualities of the engine's sheilding limiting the need for extensive peripheral cooling systems through out the rest of the unit. Weight: As per a standard engine Criticals: Requires 2 more criticals in the center torso than normal engines Special Rules* HS Engines can accomidate twice as many heat sinks with in the engine sheilding as normal. Currently HS Engines are only available up to 200 rated. Cost: (30,000 x Rating x Tonnage)/75
Well I guess thats that for now, feel free to post anything, hell flame em if you will it.
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
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