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Author Topic: Random Equipment Roundup  (Read 439 times)

VanVelding

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Random Equipment Roundup
« on: 19 November 2022, 13:49:31 »
Just a few random techs I had lying around.

Triple-Point Freezer - A promising discovery...in 2560. Instead of a double heat sink's doubled efficiency, the TPF provides a more modest 1.5x the dissipation per ton. Not revolutionary, but maybe a look at a world that might have been.
2 tons, 3 crits
Pro
Dissipates 3 heat per turn.
Con
Only 5 come free with a fusion engine.
Con
Only Engine Rating/75 (round down) fit into the engine.
Pro
Twice as many fit into XL and XXL fusion engines.

Industrial Chiller - A patchwork rigging of coolant systems which outperform standard heat sinks, at a cost of critical space.
3 tons, 6 crits
Pro
Dissipates 5 heat per turn.
Pro
Compatible with single heat sinks.

Kinetic-Active Rounds - Alternative munitions for ACs and LRMs, they use munitions that put out additional, broad kinetic energy. Kinetic-Active Rounds are focused on causing piloting skill rolls. It allows a Jagermech to force a knockdown check with just two hits from an AC/5, or with a hit from an AC/5 and an AC/2 if the target is jumping. Not a lot of things interact with the absurdity of multi-ton bricks flying around a combat zone and forcing PSRs only seems like a strategy for kicks and weapons that do it anyway (AC/20).
Pro
When determining if damage from a weapon using KAR rounds causes the hit unit to make a piloting skill roll, double the damage.
Pro
When determining if damage from a weapon using KAR rounds causes the hit unit to make a piloting skill roll, if that unit used Jumping MP this turn, triple the damage instead.
Con
KAR ammo has half as many shots per ton as regular ammo, rounded down.

Decimation Missiles - SRM and LRM specialty munitions designed not for use against military targets, but against unarmored objectives. Do they violate Article V of the Ares Conventions? Probably. If they'd kept the original chance to start a fire they definitely would have. The original version just had 'armored' and 'unarmored' targets, but with the BAR system in place, it seems reasonable to use it.
Cons
When determining the total damage of an attack by Decimation Missiles, subtract the target's BAR from the total damage dealt.
Pro
Whenever determining the total damage of an attack by Decimation Missiles, double the damage remaining after subtracting the target's BAR, then divide the damage into clusters normally. Damage from an attack by Decimation Missiles can't exceed twice the weapon's base damage.
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