Sounds good to me. :thumbsup: Human or Mech scale? or both? >:D
I remembered the steam powered tanks. Using pneumatic rams to fire the boulders I didn't. I'll have to go reread it. :thumbsup:
We did get stats for a Remote Sensor Dispenser but it's a half ton. I think TPTB didn't want to mess with more quarter tonnage equipment. I just reduce the payload by half. Same for when using older versions.
I'm still working on rules for sensors. There should be something before Beagles were introduced but I don't want them to be better then EW Equipment. I think I've got it though. The equipment for the Long Tom is a bit tougher.
Yeah the HMG doesn't look that good. Plus the way MGs are it makes me think that they can't be Pre-Spaceflight. They do the same thing ACs do. The bigger they are the shorter the range. Smaller increased range.
I actually have a different theory; They can be. here's how:
imagine a standardized ammunition feed set up to handle 12.7mm (.50 caliber BMG). to make a "Heavy" machine-gun, in battletech terms, you take the bottleneck case, and make it straight walled like a 37mm Maxim "Pom Pom" cartridge, then insert your favorite explosive filler with a base-fused detonator and HESH tip. what this does: radically shortens your effective range (since you're lobbing a significantly heavier projectile with the same, or even a reduced, powder load). for the "Light" you trade out the tungsten-steel core from the bullet for aluminium with tetrahedral carbon in the tip. result: radical increase in range, radical decrease in striking power.
Hence, "Heavy" and "Light" machineguns as we see with the canon. Maybe alter the weapon further, a faster burning powder or something, or slight difference in dimensions to prevent loading one into the other, but the bigger bore would require a heavier barrel and mechanism, while the 'lighter' weapon is essentially indistinguishable in terms of mass because...reasons?
Okay, now, MY version...
Hotter round, bigger propellant load (more damage from ammo explosions, obviously) same projectile, slightly heavier barrels to absorb the increased pressure, rather than needing to be heavier due to being flat-ass bigger. the hotter round will also require ACTUAL buttressing of the breech and firing mechanisms, so you gain a bit of weight there too, but it's more like matching a magnum round vs. an intermediate; MY version gains range for the extra weight instead of damage, but keeps the same cyclic rate as the standard machine-guns everyone else is using. end result being the same damage, increased range, nastier ammo explosion, but it actually
makes sense that someone would build it.Unlike the IS HMG, which makes zero sense for anyone to invest the metal to manufacture unless they're astonishingly stupid.
the other thing it does, is it's
not copying Clan Equipment badly. It reflects someone actually doing their own homework once in a while or making decisions other than "let's emulate shit we can't build that don't fit any of our needs."
Moving along with that...
Alternate Rifle Cannon Munitions.
yes, you heard me right. The Rifle cannon can't use Autocannon specialty rounds, why wouldn't someone who's still making them (or has started making them) come up with their own?? doesn't make sense, does it?
Beehive: Beehive muntions do the following:
(a) Light Rifle Beehive: 1D6 vs. Infantry (unarmored) out to effective range in the hex of the targeted unit, and leaves a 1d3 (1D6/2) minefield that only effects infantry behind (cleared on detonation)
(b) Medium Rifle: 2D6 vs. Infantry, leaves 1D6 explosive munitions behind (only affects infantry units).
(c) Heavy Rifle : 3D6 vs. Infantry, leaves 1D6 plus 2 point minefield.
Breaching/Clearing shot inflicts damage directly to woods, light buildings and other clearable cover. inflicts half damage on infantry and other combat units.
Indirect Support rounds Inflicts 1/3 (Round Up) rated damage to target hex, may be fired indirect at hexes using LRM indirect fire rules and a spotter, or direct-fired at a hex.
Anti-armor dual stage penetrator Full damage to BAR 9 armor, -1 damage to BAR 10, +2 Penalty to-hit, half sized ammo bin, double damage ammunition explosion.