Acid Cannon [Homebrew Tech]

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tgsofgc
12/05/03 01:24 AM
67.4.201.245

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Please don't just assume this is some macho munchkin tech, or unfitting in the Battletech style of the universe, and give it a chance.

The Acid Cannon which remains a fairly obscure weapon was first mounted on a 'Mech in 3027 in the arenas of Solaris 7. The 'mech, a modified highlander, did extremely poorly though eventually won the day with an extremely well placed shot from its acid cannon. The weapon quickly became popular with fans despite its relatively poor battlefield performance. Since its early origins these cannons have been modified into their current incarnations that prove to be much more of a psycological weapon than a true battle winner.

The acid cannon utilizes the mixing of chemicals in the specialized chamber directly before firing. The liquid acid has a relatively short range though can be extremely effective versus a number of common battlefield units, especially infantry. Due to the seperate chemical storage chambers damage has yet to be reported from fire striking an Acid Cannon's ammo bin.

Acid Cannon
Weight: 0.5
Heat: 0
Damage: 4
Min: -
Short: 1
Medium: 2
Long: 3
Ammo: 25 shots per ton
Notes:
Acid Cannons deal 1D6 damage to unarmored infantry (double in clear terrain). This is half as effective as a normal mechine gun.
If playing with morale rules, infantry struck by an Acid Cannon must make a morale roll.
Acid Cannons do not have their effectiveness impaired by any specialized types of armor or structure (even hardened or composite). Unfortunately they prove somewhat less effective versus cheaper materials, namely they don't deal more damage versus composite structure.
When an Acid Cannon damages internal structure and you are rolling for criticals make the check with a +1.
Acid Cannon ammunition can not explode.
Acid Cannons require no power amplifiers when mounted in units that require them for energy weapons.
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
Vicen_Korel
12/16/03 06:06 PM
66.38.4.7

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increase max range to 5, medium to 3, damage to 5, 1 ton weight, 1/2 normal damage per shot remaining, and on the next turn it deals 3 damage to where it hit, the third turn it deals 1 damage to where it hit. takes 2 slots because of the bulk needed to mix and fire the chemicals.
"Nothing sends your love like an ER PPC"
--Vicen Korel
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