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Author Topic: Making AMS use more ammo for added effectiveness  (Read 717 times)

Empyrus

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Making AMS use more ammo for added effectiveness
« on: 18 October 2021, 13:15:52 »
The Iron Cheetah and its two tons of AMS ammo (meaning 48 shots under modern rules) made me wonder how to enhance AMS ammo consumption without adding dice rolling or stuff that slows down the game overtly.

Figured a rule i think is pretty simple (need to work on phrasing):
-When using ammo-based AMS, the player can declare they're using the AMS at enhanced rate. In this case, instead of the usual -4 to cluster table roll, the AMS inflicts -6 to the roll.
-Treat Streak missiles as though they had rolled 5 on the cluster missile table [11-6=5].
-Against single missiles such as Narcs or Thunderbolts, roll one die: result of 1-4 destroys the incoming missile while 5-6 mean the missile hits.
-As usual, cluster table rolls cannot be reduced below 2, unless Enhanced AMS optional rule is also in play (recommend choosing only one or the other.)
-However, using AMS at enhanced rate increases ammo consumption and heat generation: the AMS uses 3 shots and generate thrice as much heat as normally.

Three times the heat and ammo is because merely 2x would make the -6 to cluster rolls a complete no-brainer. But 3 heat, on top of your weapons fire, requires more consideration IMO, not to mention this means single ton of IS ammo lasts only 4 overdrive AMS shots (8 for a ton of Clan ammo).
Though i do wonder if this should be even higher? I'm inclined to keep ammo use and heat generation equal for sake of simplicity.

As with all optional rules, this doesn't affect BV. Not certain if this is OK, though generally speaking greater heat generation lowers BV so perhaps this cancels out?

Uncertain if the Laser AMS should have similar effect. As it is, the Laser AMS can destroy an entire missile flight unlike normal AMS and works underwater against torpedoes, so there'd be some interesting trade-off in deciding which one to equip a 'Mech with.
« Last Edit: 18 October 2021, 13:17:53 by Empyrus »
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Wrangler

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Re: Making AMS use more ammo for added effectiveness
« Reply #1 on: 18 October 2021, 13:39:46 »
You could just use the old AMS rules in it's place of the current one. Iron Cheetah was built for it.  2D6, die roll determines how many missiles stopped and also determines how much ammo used.
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Empyrus

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Re: Making AMS use more ammo for added effectiveness
« Reply #2 on: 18 October 2021, 14:10:07 »
You could just use the old AMS rules in it's place of the current one. Iron Cheetah was built for it.  2D6, die roll determines how many missiles stopped and also determines how much ammo used.
The point is to avoid unnecessary dice rolling the old rules involved. Besides, the old rule is more effective against SRMs than LRMs or anything else with big salvoes.
I really, really don't want to use the old rule. I just want consider a method of making it possible to use ammo faster for the 'Mechs that carry too much ammo.

I mean, it is not like record sheets are getting redone anytime soon... and even if they were, this doesn't solve the fact 24 shots per ton the Clan AMS has tends to be more than enough as it is.
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