Author Topic: Custom Naval Weapons Design  (Read 2031 times)

willis

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Custom Naval Weapons Design
« on: 21 February 2018, 23:41:21 »
I have come up with some math to create naval grade weapons as close as to the original weapons listed in the rule-books. For the energy weapons, it is spot on to the naval lasers / PPCs as listed, for the ballistic autocannons and gauss rifles, I got as close as I could, based on my average math.

The logic behind my creation of these simple rules is that I was looking for variety in weapons technologies across multiple eras and tech levels among the various houses/clans.

I have based this, in part, on the  New Battlespace Master Weapons Chart, available to download at the battletech wiki site.

Naval Laser / PPC
   Weapon Mass = 20 (tons) per standard damage point
   Weapon Heat = 1.5 (heat) per standard damage point

Naval Autocannon
   Weapon Mass = 10 (tons) per standard damage point
   Weapon Heat = 0.3 (heat) per standard damage point
   Ammo Mass = 2 kg per standard damage point

Naval Gauss
   Weapon Mass = 20 (tons) per standard damage point
   Weapon Heat = 0.06 (heat) per standard damage point
   Ammo Mass = 1.5 kg per standard damage point

Naval Pulse Laser
   Weapon Mass = 30 (tons) per standard damage point
   Weapon Heat = 1.3 (heat) per standard damage point

Please feel free to use and add your ideas for the improvement of these rules. I am looking for feed back.

Also I am posting a pdf of my naval laser/ppc tech tree to further show my mad idea.

I am Belch II

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Re: Custom Naval Weapons Design
« Reply #1 on: 22 February 2018, 17:01:46 »
I like the chart. Love seeing new Naval Weapons.
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willis

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Re: Custom Naval Weapons Design
« Reply #2 on: 17 May 2018, 13:33:08 »
REVISED NAVAL WEAPONS DESIGN
   After reading on the forums the multiverse based story, I started to get some new mad ideas for some variety for naval laser, naval PPC and even missiles. I endeavoured to create some options for each range bracket, based on mass vs. heat. For the naval missile, I wanted to try to get some options, since every nation is going to develop things a bit differently. I always found that each power has the same weapon with the same stats a little boring. So I did a base line of explosive damage for missiles, 1 kilogram of explosive = 1 standard damage point, and based on the era/tech level, the missile body, fuel/range will vary.
   I would like to ask for any and all fee back if you use these ideas, please feel free to and your ideas and rules for this. I tried to create tables for each power through multiple eras, and I could not get it in a workable format.

NAVAL ENERGY WEAPONS:

Early Hegemony / General Periphery
Extreme Range: 20 tons per single damage point / 1.5 heat points per single damage point
Long Range: 15 tons per single damage point / 1.4 heat points per single damage point
Medium Range: 10 tons per single damage point / 1.3 heat points per single damage point
Short Range: 5 tons per single damage point / 1.2 heat points per single damage point

Late Hegemony / Early Star League
Extreme Range: 16 tons per single damage point / 1.4 heat points per single damage point
Long Range: 12 tons per single damage point / 1.3 heat points per single damage point
Medium Range: 8 tons per single damage point / 1.2 heat points per single damage point
Short Range: 4 tons per single damage point / 1.1 heat points per single damage point

Late Star League / Early Clan
Extreme Range: 15 tons per single damage point / 1.35 heat points per single damage point
Long Range: 11 tons per single damage point / 1.25 heat points per single damage point
Medium Range: 7 tons per single damage point / 1.15 heat points per single damage point
Short Range: 3 tons per single damage point / 1.05 heat points per single damage point

Late Clan / Dark Ages
Extreme Range: 14 tons per single damage point / 1.3 heat points per single damage point
Long Range: 10 tons per single damage point / 1.2 heat points per single damage point
Medium Range: 6 tons per single damage point / 1.1 heat points per single damage point
Short Range: 2 tons per single damage point / 1 heat points per single damage point


NAVAL MISSILE WEAPONS:

High Explosive: 1 Damage Point = 1 Kilogram in mass

Early Hegemony / General Periphery
Range Bracket      Missile Mass          Launcher Mass
Extreme Range:      warhead mass x 100      missile mass x 5
Long Range:       warhead mass x 80      missile mass x 5
Medium Range:      warhead mass x 60      missile mass x 5
Short Range:       warhead mass x 40      missile mass x 5

Late Hegemony / Early Star League
Range Bracket      Missile Mass          Launcher Mass
Extreme Range:      warhead mass x 90      missile mass x 4
Long Range:       warhead mass x 70      missile mass x 4
Medium Range:      warhead mass x 50      missile mass x 4
Short Range:       warhead mass x 30      missile mass x 4

Late Star League / Early Clan
Range Bracket      Missile Mass          Launcher Mass
Extreme Range:      warhead mass x 80      missile mass x 3
Long Range:       warhead mass x 60      missile mass x 3
Medium Range:      warhead mass x 40      missile mass x 3
Short Range:       warhead mass x 20      missile mass x 3

Late Clan / Dark Ages
Range Bracket      Missile Mass          Launcher Mass
Extreme Range:      warhead mass x 70      missile mass x 2
Long Range:       warhead mass x 50      missile mass x 2
Medium Range:      warhead mass x 30      missile mass x 2
Short Range:       warhead mass x 10      missile mass x 2
« Last Edit: 17 May 2018, 13:41:01 by willis »

idea weenie

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Re: Custom Naval Weapons Design
« Reply #3 on: 17 May 2018, 22:59:32 »
I'd be tempted to cheat, and just use larger versions of LRM and SRM.

For example, a Capital SRM-2 would be:
H: 20
D: 2 (Capital)
Ranges: 3/6/9
Tons: 10
Crits: 10
Ammo/ton: 5

A Capital LRM-5 would look like:
H: 20
D: 5 (Capital) (3 if you use the cluster chart average)
Ranges: (6) 7/14/21
Tons: 20
Crits: 10
Ammo/ton: 2.4

But I can see some PC wanting to take that capital SRM-2 and wanting to install it on the side torso of their Mech  Hope their Mech can keep up with the heat while getting into range.

willis

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Re: Custom Naval Weapons Design
« Reply #4 on: 18 May 2018, 16:09:19 »
I do like your ideas!
 >:D

Maingunnery

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Re: Custom Naval Weapons Design
« Reply #5 on: 18 May 2018, 16:13:02 »

The Arrow IV could then be a Capital SRM launcher.....
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willis

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Re: Custom Naval Weapons Design
« Reply #6 on: 18 May 2018, 19:45:31 »
I am thinking of standard weapons now, instead of tons per point of damage, downsize it to tens to hundreds of kilograms per damage/heat ponts and range bracket.... ;)

dragonkid11

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Re: Custom Naval Weapons Design
« Reply #7 on: 22 May 2018, 07:37:39 »
This is quite an interesting concept. Sure, that means more work need to be done for making capital vessel but it's more neat this way.
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