Author Topic: Proposal new C-Tech bomb munitions LRM-XL Series  (Read 428 times)

Primus203

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Proposal new C-Tech bomb munitions LRM-XL Series
« on: 18 December 2024, 02:24:00 »
Proposal for new C tech bomb munitions. People are inventive and people desperate to defend themselves can make great or pathetic things this is hoped to be great. These munitions are much shorter ranged than the Air to air arrow and light air to air missile if I understand how those two work. also a bit pricy as one of the ways to improve accuracy for such comparatively primitive missiles is by using a method straight out of project pigeon and using multiple LRM seeker heads which take the majority average when figuring out the target. Comes in high explosive, inferno and shaped charge. High explosive and inferno would have a higher to hit chance on a hex than dumb bombs but be significantly more pricy as well as heavier for same effect as well as being vulnerable to smoke, ECM and AMS. Shaped charge would do more damage to one target but has a negative to hit and no area of effect.

LRM-XL-S -- The smallest of the family takes up 2 bomb slots or for internal bays 2 tons. Range 9-15 hexes Uses 3-5 LRM Seeker Heads. This lightest missile has a plus one to hit against aircraft due to combination of proximity fuse and sacrificing range for speed and maneuverability. High explosive deals 10 Damage in two 5 point hits. Inferno only deals 1-2 at this size maybe to small to be worth it. Shaped charge deals 15-20 in one location.

LRM-XL-M -- Middleweight of the family has standard LRM range. Takes up 5 bomb slots or for internal bays tons. Uses 5-8 LRM seeker heads. Has no plus to hit aircraft but no extra minus either. High explosive deals 20-25 damage in standard 5 point hits. Inferno does 3-4 inferno hits perhaps also 1-2 in surrounding hexes. Shaped charge does 30 in one location.

LRM-XL-L -- Heavy Weight has a range somewhere between 28-35. Pays for this range in many ways. This bomb takes up 10 slots or for internal bays tons. This missile doesn't actually do that much more damage than the M size most of the extra is for range. Much more pricy. Unwieldy has a minus to hit aircraft unless speed of 3/5 or lower. Uses 15 seeker heads. High explosive damage 45. Inferno damage 5 hits solid 2 in surrounding hexes possibly. Shaped charge 60-70 tough vehicles might survive but not the easiest hit with the penalties and ten tons of regular bombs may be more efficient.

Thoughts proposals and suggestions welcome.

DevianID

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Re: Proposal new C-Tech bomb munitions LRM-XL Series
« Reply #1 on: 18 December 2024, 04:31:15 »
So I went a different way.  I used the i-os launcher weight and RL as bombs guideline.  The i-os launcher is tech C, which is why I used it for my tech C external hardpoint missiles.

Sidewinder?-(under the hood its a .5 ton i-OS SRM2).  1 bomb slot, 3 damage, 3/6/9 range, (short per normal aerospace range bands).  Can be heat seeking or normal guidance or even harpoon, per normal SRM.  Harpoon is fun to reel in cargo, you do a little damage to it but its faster then collecting it EVA.

Phoenix?-(under the hood its a 1.5 ton i-0S LRM5).  3 bomb slots, 3 damage, 7/14/21 range, (long per normal aerospace range bands).

The RL10 at 6 damage, medium range, 1 bomb slot feels like the Sparrow/Sea Sparrow to me, a mostly anti-bomber (antidropship?) weapon due to the inaccuracy and lower tech but higher damage compared to the i-OS srm2 'sidewinder'.

The Advanced medium range missile is thus the existing tech E LAA, 2 bomb slots 6 damage medium aerospace range band.  It replaces the RL10/Sparrow in anti-air roles, being more accurate but also more bulky, while leaving the RL10 for antishipping/heavy bomber duties if you want max damage without the accuracy penalty striking small ground targets.

Of course the AA Arrow is 5 bomb slots and 20 damage at medium range, and feels more like an upscaled Harpoon medium range antidropship missile with that damage, to the Tomahawk-like ASM at 6 slots, long range, and 30 damage.

For critique on your missiles, the LRM-XL-S is medium range, 10 damage, with a bonus to hit.  Compared to the 6 damage, Tech E, also 2 slot LAA, your missile is 'too good' compared to existing options.  Same with the M, 5 slots, same as the AA arrow, but 30 damage instead of 20, at tech C instead of the AA arrow tech E.

Primus203

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Re: Proposal new C-Tech bomb munitions LRM-XL Series
« Reply #2 on: 18 December 2024, 11:14:01 »
Yeah sorry I looked through tech manual and Strat ops but couldn't figure out light aa missile and air to air arrow range so I figured they were much further.

Also on damage I figure that's just because with the weapon being larger it happens to have a larger warhead. This can be balanced by either affecting to hit or another way by making it 30 if you roll in one range 20 in another and so on.

Though I completely agree with giving the weapon a short medium and long range like standard weapons that is actually what I was thinking. Perhaps instead of the damage I envisioned it's warhead type has a roll that has a chance to perform a bonus through armor doing frame or component damage though special blast damage if rolling a 10-11.

I do agree with many ideas though the main purpose of this idea is that people would try to make munitions that would at least give their conventional aircraft a chance at their tech level. What I was conceptually thinking was basically the thunderbolt missile but worse as it was several tons for basically similar damage.
« Last Edit: 18 December 2024, 11:33:08 by Primus203 »

RifleMech

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Re: Proposal new C-Tech bomb munitions LRM-XL Series
« Reply #3 on: 19 December 2024, 04:59:01 »
Yeah sorry I looked through tech manual and Strat ops but couldn't figure out light aa missile and air to air arrow range so I figured they were much further.

They're in TO:AUE.


Quote
(snip)
I do agree with many ideas though the main purpose of this idea is that people would try to make munitions that would at least give their conventional aircraft a chance at their tech level. What I was conceptually thinking was basically the thunderbolt missile but worse as it was several tons for basically similar damage.

How about the Prototype Thunderbolt from Unbound?  It's a single shot missile that weighs 1 ton and takes 1 crit. Damage and range are that of an AC/10.


So I went a different way.  I used the i-os launcher weight and RL as bombs guideline.  The i-os launcher is tech C, which is why I used it for my tech C external hardpoint missiles.

(snip)

I had liked the missile pods from Battletechnology magazine but IOS are easier to use. Using the Aerospace damage to make individual missile types is pretty cool too.  :smilie_happy_thumbup: