BattleTech - The Board Game of Armored Combat

BattleTech Player Boards => Fan Designs and Rules => Topic started by: Dragon Cat on 18 August 2013, 14:53:42

Title: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 18 August 2013, 14:53:42
I previously posted a few of these on OurBattletech website but I thought I'd share them generally see what you all thought

Barracuda MCMLS -   With the introduction of Sub-Capital missiles the Barracuda Capital Missile has been almost completely forgotten by ship designers.  The Barracuda MCMLS aims to reverse these developments.  A paired down version of the Word of Blake’s “Dragon’s Breath” unlike the Dragons Breath this weapon is far less complex and so less likely to fail - although it still involves risks.

The system fires six Barracuda missiles in a single salvo intended to overwhelm a target’s Anti-Missile systems.  Variations using more and/or larger missiles were tried with even bigger launchers but the restricted mobility of these larger missiles caused them to more often than not hit each other.

The Barracuda MCMLS is capable of being mounted in a WarShip or Space Station however it still requires quite a bit of space and must be mounted in a Broadside Arc only.  For weapon spacing and fire control aspects the Barracuda MCMLS takes up four weapon slots.  A WarShip is restricted to a single Barracuda MCMLS per side, Space Stations are restricted to one weapon per facing side.

When fired the Barracuda MCMLS fires six Barracuda Missiles, these can only be standard Barracuda Capital Missiles not drones, nuclear or Phantom Missiles.  This system is fired as per standard Capital Missile firing rules with the following exceptions.

Step 1: Firing Weapon - roll 2D6
- on a result of 2 the system explodes and is rendered completely ineffectual.  None of the missiles explode and there is no resulting critical hits however the weapon is destroyed completely.
- on a result of 3-4 the system misfires and all six missiles fire in random directions.  If firing ship is in close formation with other vessels roll a further 2D6 on a result of 2 missiles hit any target within the broadside arc of firing vessel.  If there is multiple vessels in formation missiles hit closest target.
- on a result of 5 system fires as per normal

Step 2: To hit rolls - each missile rolls for location struck randomly roll D6 for three locations facing ie.  Striking front of enemy vessel 1-2 Fore Left arc/3-4 Fore arc/5-6 Fore-Right arc.

Point Defence and AMS engage missiles as per standard.

Construction Rules -
Barracuda MCMLS
Damage        6/2-C
Range           Extreme
Heat             70
Weapon Slots 4
Tonnage        250tons
Missile tonnage 30/per missile
Minimum Magazine Size 60 missiles
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 18 August 2013, 14:54:43
Second piece

AR-15 Multi-Purpose Sub-Capital Missile Launcher
   This weapon was developed between the Star League's University of Thorin and the Federated Suns NAIS.  It was first tested in 3088 and certified for production in 3091 when it was passed to all member states of the Star League.  By the end of 3091 it had been adapted by the Clans for their use.  Designed to operate much like the AR-10 Multi-Purpose Capital Missile Launcher the AR-15 is designed to fire any type of Sub-capital missiles including Manta Ray, Piranha, Stingray and Swordfish types.

Construction Rules
AR-15 Multi-Purpose Sub-Capital Missile Launcher
Damage:   As per missile
Range:      As per missile
Heat:      100
Weapon Slot:   1 Capital Missile slot (for fire control)
Tonnage:   220 tons per launcher (missiles calculated per missile)
Missile tonnage: per missile (minimum magazine 10 missiles)
Cost (unloaded): 450,000 C-bills
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 18 August 2013, 14:59:15
Repeating Naval Gauss Rifle

Conceived by Clan Hell's Horses as a Naval version of the Hyper Assault Gauss (HAG) Rifles the original concept of the weapon was based around the Heavy Naval Gauss Rifle.  Deployed originally on the prototype vessel of the Halcyon-class this weapon turned out to be a dismal failure capable of firing just once before it rendered the weapon system completely inoperable.

After nearly six months of tinkering with the weapon design and the structural limits around the vessel the Hell's Horses tested a second version of the weapon this time based around the much smaller Light Naval Gauss Rifle.  After several more tests the newest Naval-class weapon system was born.

Capable of firing three Naval Gauss slugs in a single salvo the weapons system outstrips even th dreaded Heavy Naval Gauss Rifle but at an extreme cost.  The weapon weighs as much as a standard Heavy Gauss Rifle and costs twice as much as a standard Light Naval Gauss Rifle it is also restricted to vessels over 500,000 tons.

So far few have taken an interest in the weapon.  The Hell's Horses on the other hand are aiming to develop larger more capable weapons systems along the same lines.  Rumour is the Hell's Horses have already developed a planetary defence weapon system capable of firing three Heavy Naval Gauss rounds as the original ship based concept was intended.

Repeating Naval Gauss Rifle
Capital Ballistic Weapon
Rate of fire 3/15 total 45 Capital Damage
Roll on Missile Hits table: 3
Extreme Range
5 Shots per ton
27 Heat
7,000 tons per weapon
Restricted to vessels over 500,000 tons
40million C-Bills unloaded
Introduction Date: 3088
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Daemion on 06 September 2013, 12:22:09
Capital Missile Spam!!! Cool. And I figured a rotary gauss style weapon was imminent. Guess it had to start in space.

These look neat. I'll have to try them out.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 13 November 2014, 21:56:23
A little thread necro but it's my thread and its on the same topic O0

Two new pieces of tech from the AU

Vehicle Fire Resistant Armour
Protection Provided:     10 points per ton
Space Requirement:       2 equipment slots on a vehicle

Special:      Negates all fire based damage against a vehicle.
                      The vehicle is treated as having environmental sealing until one location of armour is breached
                      Does not work on support vehicles or on large naval vessels

Description

Developed by Clan Hell's Horse scientists and first deployed in 3093 the system is designed to protect all vehicles from fire damage including inferno type weapons.  The system provides environmental sealing for the vehicle until a location is breached.  Following a breach the armour will still protect the vehicle from fire and heat damage however the crew will take smoke damage if the vehicle is within a fire hex.

Due to the nature of Plasma-type weapons they will still cause some physical damage to a target as normal however all heat effects are ignored to reflect this: 

Plasma Cannons do no damage to heat resistant armour as they have little to no physical form. 
Plasma Rifles do 2d6-2 kinetic damage with no heat effects. 
Man-portable Plasma Rifles do half their maximum damage to Heat resistant armour.

Automatic Fire Extinguishers
Location:                Front/Turret
Tonnage:               3 tons/1 Equipment Slot
Ammunition:          10 shots

Description

The Tank fire extinguisher is a turret-mounted tool that weighs 3 tons and takes up 1 slot, and fires automatically upon detecting heat automated like AMS the system is smart enough to avoid wasting ammo when laser, ballistic or missile weapons strike the vehicle. When activated, extinguishers blanket the tank in a high-viscosity foam meant to interrupt the flame between the tank surface and the heat source- no heat is transferred by this method and any materials causing the fire are washed off.

When used, the tank takes heat affects as if it used heat-resistant armor.  Inferno gel is washed off and stays in the hex where the tank was hit- for the turn it is activated, the tank receives no penalties from the inferno gel. The crew are not damaged by heat, but may still be damaged by smoke affects roll a piloting skill roll to avoid damage.  The tank can still move during the turn the Extinguishers fire with the penalties below. As long as the tank is not hit by heat-causing weapons (or as long as it does not pass through fire/heat hexes) the extinguisher will not fire. If the tank goes through a fire hex, it automatically fires when the tank enters the hex protecting the vehicle from all effects of fire.

Drawbacks

The extinguisher has drawbacks- it's foam obscures view ports and the combination of flame and foam chokes out normal sensors, so a +2 to-hit is impacted along with a +1 to piloting. Missiles cannot be used during a turn when the extinguisher fires as it has to remain cohesive across the whole surface to be effective. Foam can also be interrupted and broken by weapons fire- for every 10 points of damage taken to a single area, another "shot" of foam must be used to cover the area or all benefits are lost.

The Extinguisher is an ammo-using tool, and one ton provides 10 "rounds" of additional foam to be used. An ammunition crit does not cause an explosion, but rather blankets the tank in the foam it could use and imparts the same benefits and drawbacks as usual for one turn.  All foam tools impose a +2 to customization rules to reflect the need to keep surfaces simple and consistent as to not break up foam.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: marauder648 on 14 November 2014, 05:14:05
Fire resistant armour is really..REALLY sensible as is the fire extinguishers, great ideas :) 
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Istal_Devalis on 14 November 2014, 08:43:17
Does it do anything vs Plasma weapons?
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 14 November 2014, 13:19:21
Does it do anything vs Plasma weapons?

Something I hadn't fully considered to be honest  :-[ but now added to reflect
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Prince of Darkness on 14 November 2014, 13:35:47
I don't understand your extinguisher- why does it need a CO2 rich atmosphere? Why can't it just cover the tank and work as a normal extinguisher? This is more realistic as to what Battletech would require (and closer to what fire fighters use):

The Tank fire extinguisher is a turret-mounted tool that weighs 3 tons and takes up 1 slot, and fires automatically upon detecting heat automated like AMS. When activated, extinguishers blanket the tank in a high-viscosity foam meant to interrupt the flame between the tank surface and the heat source- no heat is transferred by this method and any materials causing the fire are washed off.

When used, the tank takes heat affects as if it used heat-resistant armor. Inferno gel is washed off and stays in the hex where the tank was hit- for the turn it is activated, the tank receives no penalties from the inferno gel. The crew are not damaged by heat, but may still be damaged by smoke affects. The tank can still move. As long as the tank is not hit by heat-causing weapons (or as long as it does not pass through fire/heat hexes) the extinguisher will not fire. If the tank goes through a fire hex, it automatically fires when the tank enters the hex.

The extinguisher has drawbacks- it's foam obscures viewports and the combination of flame and foam chokes out normal sensors, so a +2 to-hit is impacted along with a +1 to piloting. Missiles cannot be used during a turn when the extinguisher fires as it has to remain cohesive across the whole surface to be effective. Foam can also be interrupted and broken by weapons fire- for every 10 points of damage taken to a single area, another "shot" of foam must be used to cover the area or all benefits are lost.

The Extinguisher is an ammo-using tool, and one ton provides 10 "rounds" of foam to be used. An ammunition crit does not cause an explosion, but rather blankets the tank in the foam it could use and imparts the same benefits and drawbacks as usual for one turn.  All foam tools impose a +2 to customization rules to reflect the need to keep surfaces simple and consistent as to not break up foam.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 14 November 2014, 13:51:27
I like that... Possibly more than my original idea excellent thanks when I've got time I'll mod my original idea

Edit I think I might make it a front or body based piece of equipment which is non pod mountable making it a built in piece of equipment to a unit
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Red Pins on 15 November 2014, 02:10:18
I love the AR-15!  Every now and then, I get poked in a blind spot I never realized was there.

I came up with the fire extinguisher (mine is halon, after the one in the AFV I leaned to drive) and the Capital gauss repeater, but mine only fire two rounds like an ultra AC.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 16 November 2014, 04:04:11
I love the AR-15!  Every now and then, I get poked in a blind spot I never realized was there.

I came up with the fire extinguisher (mine is halon, after the one in the AFV I leaned to drive) and the Capital gauss repeater, but mine only fire two rounds like an ultra AC.

Glad you liked it

I've decided to adopt Prince of Darkness idea for the Fire Extinguisher
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Prince of Darkness on 16 November 2014, 12:16:11
I love the AR-15!  Every now and then, I get poked in a blind spot I never realized was there.

I came up with the fire extinguisher (mine is halon, after the one in the AFV I leaned to drive) and the Capital gauss repeater, but mine only fire two rounds like an ultra AC.

Halon would be a very bad idea. It works by displacing the oxygen and air around it- not by chemically interrupting fire by getting in between the surface and the flame. Out in the open, a halon system would only be blown away or fall to the ground- you have to have an enclosed system where oxygen can't get to it, like a basement or server room (as per my NFPA books.)
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Red Pins on 16 November 2014, 13:27:24
Halon would be a very bad idea. It works by displacing the oxygen and air around it- not by chemically interrupting fire by getting in between the surface and the flame. Out in the open, a halon system would only be blown away or fall to the ground- you have to have an enclosed system where oxygen can't get to it, like a basement or server room (as per my NFPA books.)

Or the interior of a CAF Cougar or Grizzly.  But I get your point.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Prince of Darkness on 16 November 2014, 14:04:37
Or the interior of a CAF Cougar or Grizzly.  But I get your point.

Hey, it's cool- nobody should ever expect anyone to have taken courses on that stuff.

And interesting fact to note- though we don't know what it's made out of, Harjel systems would be very effective at putting out fires (especially the II and III systems) for the exact same reasons as foam- it covers the area and chemically interrupts the flame.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 27 November 2014, 21:56:48
Another piece of new Tech from the AU this time for WarShips

Lithium Fusion Battery Mark II

A piece of technology that is rarely if ever seen by those outside of an construction or maintenance crew the Lithium Fusion Battery revolutionized travel between the stars allowing for vessels to make two jumps, one after the last, without having to recharge the KF energy cells.  This made military forces more mobile and travel across nations far faster.

The original Star League pioneered the technology and when the Exodus Fleet left many of the vessels taken by the SLDF had the technology leading to the Clan's deploying it on nearly all their new WarShip classes.  However the technology has gone unchanged for centuries until now.

In development by the NAIS since the late 3060s the Lithium Fusion Battery Mk II is a new step in interstellar travel.  The new system allows the vessel it is attached to to store enough energy to make three jumps in a row before recharging.  First deployed on the FSS Black Prince, the Federated Suns new Mercury-class Heavy Battleship, in 3093 the system weighs twice as much as a normal Lithium Fusion Battery system all but ruling it out from use on many older classes and almost all JumpShips.  The system also needs additional monitoring and NAIS studies suggest that extensive use may cause KF Drive damage however no-one is entirely sure.

Construction Stats:
Weight: 2% of total vessel mass
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 18 December 2014, 04:02:24
WarShip Anti-Missile System
Introduced:   3094 – Star League Defence Force
Deployed:           3101 – Star League Defence Force
Designer:           Dr Edwards Kratz and Dr Yin Takami
Restriction:   WarShips, JumpShips, Space Stations – Built into unit
Damage:      0/10 Missiles
Heat:      42
Range:      Short
Tonnage:            3,700
Fire Control:   Not Applicable
Additional:         No offensive mode, requires 10 gunners and 2 officers to operate.
                      Takes up 1 capital slot in each arc for fire control purposes
                      First Control/Vessel Control hit to vessel knocks out system.
Ammunition:   25 tons per salvo

   Developed by the reborn SLDF for use on their major space assets the system is built around ten LB 5-X Autocannons and ten LB 2-X Autocannons and two Screen Launcher systems mounted in two groups one on the dorsal surface of the vessel the other on the ventral surface.  Designed as a purely defensive weapon the system has no potential of doing damage to enemy units instead it concentrates on destroying missiles targeted on that vessel and its allies.

   What makes this system unique over all others deployed in space in that it is built into the very structure of the vessel it is mated to and cannot be refitted onto existing designs.  Instead this system is in effect an extension of the ship's very command and control facilities which removes it from the traditional firing arcs of “black navy” vessels and stations and places this system as if it were another system like an Electronic Counter Measures suite.  Which allows the WAMS to attack up to 10 missile salvos targeted on the vessel/station or any that are traveling through the short range bracket from the craft/station allowing this system to defend vessels close to the craft mounting the WAMS.

       The system requires 10 gunners and 2 officers to be dedicated to its smooth operation at all times and should the vessel's control systems be damaged this system's capabilities are completely lost as it is so integrated into the vessel/station. The crew for this system have to be allocated quarters like all other members of the crew.

EDIT - takes up a single capital slot in each weapon arc for Fire control
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: AJC46 on 19 December 2014, 15:54:04
there should be some special rules like AMS/LAMS have for using it offensively but being bad at it with to hit penalty and reduced range and damage since your using the system to do something it wasn't meant to do.

i forget the penalty ams/lams have but i know they get penalized for using those special rules for using them outside of their missile defense role.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 22 December 2014, 10:44:00
there should be some special rules like AMS/LAMS have for using it offensively but being bad at it with to hit penalty and reduced range and damage since your using the system to do something it wasn't meant to do.

i forget the penalty ams/lams have but i know they get penalized for using those special rules for using them outside of their missile defense role.

I didn't want them to have an offence quality instead a dedicated platform for defending the ship.  WarShips already have a massive amount of firepower I didn't really think they needed more.  JumpShips could maybe do with an offence model but then again JumpShips shouldn't be trying to do damage they should be running away.

Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 22 December 2014, 10:44:47
More new tech - for those worried that this AU seems to have lots of new naval toys but none standard ones.  I have some new standard toys coming along too.

Naval Pulse Laser
Introduced: 3094
Origin: Clan Snow Raven
Deployment: Unknown

   Developed by Clan Snow Raven to supplement their heavier capital weapons with accurate weapons fire.      With additional circuitry spent on focusing the beams the weapons are more accurate than their standard variant cousins able to strike distant targets more often for the same damage.

   The weapons weigh considerably more and produce more heat than their standard capital laser variants but they are able to match the damage and the weapons are more accurate at all ranges. For the larger vessel these weapons make for a tempting prospect over standard Naval Lasers.

Naval Pulse Laser NP-35    60 heat       3.5 attack value    medium range   1000 tons
Naval Pulse Laser NP-45    78 heat       4.5 attack value    long range   1200 tons
Naval Pulse Laser NP-55    93 heat      5.5 attack value    long range   1400 tons

-1 to hit all three types in all range categories
+2 modifier to small craft and aerospace fighters (-1 target modifier Naval Pulse Lasers receive has already been incorporated into modifier)
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Red Pins on 22 December 2014, 16:46:01
Nice.  Have you considered the implications of the HAG on Naval Gauss.  In my own, I decided to cap the capacitor size at being able to fire two rounds, rather than a larger burst.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 22 December 2014, 18:03:25
Nice.  Have you considered the implications of the HAG on Naval Gauss.  In my own, I decided to cap the capacitor size at being able to fire two rounds, rather than a larger burst.

Max of 3 shots from the Repeating Naval Gauss then it rolls on the 3 table of the missile hits.  Total max damage of 45 but probably little chance of 3 hits most of the time.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 23 April 2015, 01:05:37
Thread necro but it's all the same topic so here goes new Tech from my AU

LAM Gyro
Techbase:
Inner Sphere
Introduced: 3098

   The combined resources of LexaTech Industries of Irece in the Draconis Combine and Gilmour MilTech of Talitha took the first steps forward in LAM technology since the fall of the original Star League.  Engineers between the two companies worked on and developed the new Screamer LAM design but for the companies that was not enough instead they continued to exchange notes and work on the technology.  The first breakthrough came in 3098 with the LAM Gyro a piece of equipment designed to mimic an XL Gyro halving its weight in exchange for taking up more space.  To make way for this bulk piece of equipment the Gyro is moved to the side torsos this makes the Mech harder to pilot due to the different centre of gravity.

Rules
   The Gyro weighs half as much a standard Gyro
   The Gyro takes up a total of six criticals, three per side torso, none in the centre.
   +1 modifier to all piloting checks in AirMech and Mech modes
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Starfox1701 on 24 April 2015, 18:16:30
WarShip Anti-Missile System
Introduced:   3094 – Star League Defence Force
Deployed:           3101 – Star League Defence Force
Designer:           Dr Edwards Kratz and Dr Yin Takami
Restriction:   WarShips, JumpShips, Space Stations – Built into unit
Damage:      0/10 Missiles
Heat:      42
Range:      Short
Tonnage:            3,700
Fire Control:   Not Applicable
Additional:         No offensive mode, requires 10 gunners and 2 officers to operate.
                      No effect on fire control limits
                      First Control/Vessel Control hit to vessel knocks out system.
Ammunition:   25 tons per salvo

   Developed by the reborn SLDF for use on their major space assets the system is built around ten LB 5-X Autocannons and ten LB 2-X Autocannons and two Screen Launcher systems mounted in two groups one on the dorsal surface of the vessel the other on the ventral surface.  Designed as a purely defensive weapon the system has no potential of doing damage to enemy units instead it concentrates on destroying missiles targeted on that vessel and its allies.

   What makes this system unique over all others deployed in space in that it is built into the very structure of the vessel it is mated to and cannot be refitted onto existing designs.  Instead this system is in effect an extension of the ship's very command and control facilities which removes it from the traditional firing arcs of “black navy” vessels and stations and places this system as if it were another system like an Electronic Counter Measures suite.  Which allows the WAMS to attack up to 10 missile salvos targeted on the vessel/station or any that are traveling through the short range bracket from the craft/station allowing this system to defend vessels close to the craft mounting the WAMS.

       The system requires 10 gunners and 2 officers to be dedicated to its smooth operation at all times and should the vessel's control systems be damaged this system's capabilities are completely lost as it is so integrated into the vessel/station. The crew for this system have to be allocated quarters like all other members of the crew.

I understand you want this to be missile only but this thing would be death itself to fighter squadrons. It is literaly the equivalent of a WWII naval flack suit like those found on all later large warships. You need to add a reason why it doesn't kill fighters to the description.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Wrangler on 24 April 2015, 22:12:38
Thread necro but it's all the same topic so here goes new Tech from my AU

LAM Gyro
Techbase:
Inner Sphere
Introduced: 3098

   The combined resources of LexaTech Industries of Irece in the Draconis Combine and Gilmour MilTech of Talitha took the first steps forward in LAM technology since the fall of the original Star League.  Engineers between the two companies worked on and developed the new Screamer LAM design but for the companies that was not enough instead they continued to exchange notes and work on the technology.  The first breakthrough came in 3098 with the LAM Gyro a piece of equipment designed to mimic an XL Gyro halving its weight in exchange for taking up more space.  To make way for this bulk piece of equipment the Gyro is moved to the side torsos this makes the Mech harder to pilot due to the different centre of gravity.

Rules
   The Gyro weighs half as much a standard Gyro
   The Gyro takes up a total of six criticals, three per side torso, none in the centre.
   +1 modifier to all piloting checks
Will you be able to post a Record Sheet appearance of how this would appear? I know description explains it, i'd like see how it looks in practice.  Thank you for coming up new way make LAM's little better without over doing it. ;)
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 24 April 2015, 22:53:30
I understand you want this to be missile only but this thing would be death itself to fighter squadrons. It is literaly the equivalent of a WWII naval flack suit like those found on all later large warships. You need to add a reason why it doesn't kill fighters to the description.

I've been thinking about it for a bit as well.  I think what I might add is that should an enemy unit enter 1 hex range or the units Hex they take damage from the guns as if they are firing cluster shot LBXs due to the lack of offensive fire control support the clusters break up as they go further out diminishing it's damage abilities

Will you be able to post a Record Sheet appearance of how this would appear? I know description explains it, i'd like see how it looks in practice.  Thank you for coming up new way make LAM's little better without over doing it. ;)

I actually don't like LAMs... I fought against one early in me BT "sentence" and hated it.  The unit had all they toys of a Mech and LAM movement

When I started the AU I thought no they are dead tech then the WOB introdued units and new rules came in for LAMs I'm still not a big fan but they are part of the universe.  With two companies jointly looking to improve I needed to start looking at them.

I knew that I didn't want WOB small cockpits or Clan tech crazies so initially we'll be seeing pure bred IS versions to start with the XL Gyro allows standard cockpits on the WOB machines which is a start

I've got 3-4 other techs that mimic Mech tech for LAMs to further improve them but it'll take another 50-60 years (timeline) before they are all in field

As for units I'm going to try the first few with an XL Gyro next week when I'm off

(If anyone wants to try and send them to me feel free)
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 26 April 2015, 04:00:06
Will you be able to post a Record Sheet appearance of how this would appear? I know description explains it, i'd like see how it looks in practice.  Thank you for coming up new way make LAM's little better without over doing it. ;)

I don't have a blank Record Sheet I can edit but if you imagine the CT Gyro slots are empty while the traditional 3 XL Engine slots LT and RT are now LAM Gyro
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 08 May 2015, 14:50:38
Headhunter Missile

Introduced: 3099
Techbase: Inner Sphere Advanced Technology
Developed by: Dr Harold Lane, Defiance Industries of Hesperus II

   Based off of reports of a missile concept first developed by the Star League Defence Force.  The Headhunter missile launcher fires a single missile much, like the Thunderbolt Missile system, that will not fire unless the launcher achieves a lock; like a Streak Missile launcher.  The Headhunter is different in that it does armour and internal damage to a target it strikes and that is will only fire if the pilot achieves a lock-on much like the Streak Missile system.  The weapon's range is comparable to a Thunderbolt Missile system the largest of these weapons should be able to decapitate a BattleMech creating a true Headhunter.

Headhunter Missile–4 Heat 3 Damage (Armour 3 Internal Structure 1) Critical 2 Tonnage 4 Ammo Per Ton 12
Headhunter Missile–7 Heat 5 Damage (Armour 5 Internal Structure 2)  Critical 3 Tonnage 7 Ammo Per Ton 8
Headhunter Missile-10 Heat 6 Damage (Armour 7 Internal Structure 3)  Critical 4 Tonnage 9 Ammo Per Ton  6

After a hit from this weapon system roll 1D6.  On a roll of 1-3 an AMS system successfully engages and destroys the missile.  On a 4-6 the missile hits its target.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 09 May 2015, 11:55:54
FIXED the damage for the Headhunter
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: lowrolling on 01 June 2015, 02:15:40
Very nice development on the headhunter. It seems like thunderbolts have just become worth using now.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 31 December 2015, 15:20:14
New tech for the New Year

LAM Engine
Techbase: Inner Sphere
Introduced: 3101

   The combined resources of LexaTech Industries of Irece in the Draconis Combine and Gilmour MilTech of Talitha took the first steps forward in LAM technology since the fall of the original Star League.  Following the success of their LAM Gyro the two began work on an XL Engine for LAMs.

Unfortunately they found it impossible to split the engine like they had the gyro due to the additional complexity of the fusion engine.  Instead they were forced to look at extending the fusion engine within the centre torso.  Using the Yurei LAM design the engineers built a fusion engine that took up the Mech's entire torso section and found they could make significant amount of weight saving.  Due to the increase weight along the unit’s centre line the landing gear has doubled in size in the side torsos.

Rules
   The Engine weighs as much as a standard Mech's Light Engine
   The Engine takes up 12 critical slots in the centre torso
   A unit using this engine must use the LAM Gyro alongside the engine.
   Landing Gear takes up 2 slots in each side torso
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 23 March 2017, 22:05:13
Rayfin Capital Missile
Introduced:   3108
Deployed:   Yet to be deployed
Designer:    Elysium Technologies
Restriction:   Barracuda and AR-10 Multi Purpose Capital Launchers
Damage:      1 – C
Heat:       10
Tonnage:    90 (per missile)
Additional:   Can be combined with a Naval C3 system

Description
The Rayfin Capital Missile is a modified Barracuda Capital Missile.  If used offensively the missile with act exactly like a standard Barracuda Missile but only do a single point of capital damage.  The reason for this reduced damage is that the Rayfin is full of additional electronics which have been packed into this missile.

When the missile is fired from a ship which is part of a Naval C3 system the Rayfin can target any capital missile targeted on any ship which is part of the C3 network.  This allows ships to extend their defences around each other allowing naval flotillas to get further into a battle when working together as part of a Naval C3 system.

Rules:
The Rayfin can be fired from any Barracuda or AR-10 launcher mounted on a WarShip, DropShip or Space Station.

When fired as a normal missile or in defence of a ship, which is not part of a C3 network, the missile acts like any Barracuda missile.

When ships are operating in a C3 Network the Rayfin can be used to target any capital missile targeted on ANY ship that is within range of the C3 Network.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: idea weenie on 25 March 2017, 18:23:06
I wonder if you could use a modified Rayfin to serve as a guidance system for ship-mounted weaponry?  I.e. fire a single Rayfin missile at a target, and if the firing unit chooses it can use double the Rayfin's range to target as the effective range for to-hit modifier.  (So if the ship is 30 hexes away and the Rayfin is 20 hexes away, don't use it.  But when the Rayfin is 14 hexes or less away you might want to start taking advantage of it.)

Prototype versions would only provide the bonus to the firing vessel, next version would only provide it for a single link (so if a slaved unit fires, only it and the master would benefit, but if the master fires all units benefit), the version after that can make 2 leaps, aso.  for C3i, I'd argue that the prototype only affects the firing unit, the next version only adds the next 2 closest units in the C3i group, and the next version affects all 6 units (since the 2 closest are transmitting to them).

Higher computing requirements mean Killer Whale missile body, but still only 1 pt capital damage.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 25 March 2017, 18:45:03
Maybe a teleoperated cap missile it's not like they get much use
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Wrangler on 26 March 2017, 07:42:08
I wonder if you could use a modified Rayfin to serve as a guidance system for ship-mounted weaponry?  I.e. fire a single Rayfin missile at a target, and if the firing unit chooses it can use double the Rayfin's range to target as the effective range for to-hit modifier.  (So if the ship is 30 hexes away and the Rayfin is 20 hexes away, don't use it.  But when the Rayfin is 14 hexes or less away you might want to start taking advantage of it.)

Prototype versions would only provide the bonus to the firing vessel, next version would only provide it for a single link (so if a slaved unit fires, only it and the master would benefit, but if the master fires all units benefit), the version after that can make 2 leaps, aso.  for C3i, I'd argue that the prototype only affects the firing unit, the next version only adds the next 2 closest units in the C3i group, and the next version affects all 6 units (since the 2 closest are transmitting to them).

Higher computing requirements mean Killer Whale missile body, but still only 1 pt capital damage.
Problem with this is you need ship with enough launchers to take advantage of this type of missile. On average, most (Non AT&T Timeline) WarShips don't have that many launchers except for the Quixote and the Athena Classes that i'm aware of.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: idea weenie on 27 March 2017, 00:46:12
Problem with this is you need ship with enough launchers to take advantage of this type of missile. On average, most (Non AT&T Timeline) WarShips don't have that many launchers except for the Quixote and the Athena Classes that i'm aware of.

That's why I said ship-mounted weaponry.   >:D

So you fire a few Rayfins at a target vessel (to allow for losses due to defending fighters shooting them down), then when the Rayfin missiles are close enough you open up with your HNPPCs using the short range to-hit modifier.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 18 August 2017, 02:32:18
Another new piece of tech from this AU - this one in particular developed by Vition2 and based on the Barracuda MCMLS

Advanced Barracuda MCMLS (Frenzy MCMLS)

The Advanced Barracuda MCMLS or "Frenzy" MCMLS is a weapon developed by Clans Coyote and Sea Fox based off of the off the original Barracuda MCMLS developed by the SLDF.  It was developed as a way of countering some of the issues originally encountered with the Barracuda MCMLS.  The Frenzy MCMLS is designed to overwhelm a target's Anti-Missile Defence System or obliterate an aerospace fighter squadron.

Since it's original develpment both Clans Coyote and Sea Fox have deployed the weapons system while the Inner Sphere powers have also gained access to it.  Both the Clans and Inner Sphere weapons are almost completely identical to each other.

 
Advanced Barracuda MCMLS (“Frenzy” MCMLS)
 
Step 1: Firing Weapon - Roll 2d6
  - On a result of 2 the system fires in random directions and jams, requiring 3 successful attempts to unjam.  Roll a 2d6 each round each round the system is jammed, a result of 2 indicates a minor explosion doing no damage but rendering the weapon inoperable, a result of 3 results in no progress towards unjamming, while results of 4 or more makes progress towards unjamming.
  - On a result of 3 the system fires properly and jams, requiring 1 successful attempt to unjam.  Roll a 2d6 each round the system is jammed, a result of 2 indicates a minor explosion doing no damage but rendering the weapon inoperable, a result of 3 indicates no progress towards unjamming, while results of 4 or greater unjams the weapon.
 
Step 2: Firing the Weapon
  Roll 2d6 as if you were rolling for a standard sized missile weapon of the appropriate size (a small version rolls as if it were an LRM-5, a large as if it were an LRM-10) adding +2 to the check.  This is the number of missiles which accurately pursue their target.
 
Step 3: Damage
  The missile system automatically targets the facing a direct fire weapon would strike, but for each missile roll 1d6, on a 1 the damage is done to the armor facing immediately clockwise on the attack diagram, on a 6 the damage is done to the armor facing immediately counter-clockwise on the attack diagram.  Results of 2-5 strike the normal facing.
 
Point defense and AMS
  Target the incoming missiles as if they were a single entity but their potency is increased by 1.5x.  Excess damage over destroying one missile but not another results in a decrease in the potential for the missile to score a critical by 1.
 
Construction Rules
Frenzy MCMLS
  Damage                   2 per missile, with 10 missiles used per attack
  Range                    Extreme
  Heat                     250
  Weapon Slots             6
  Tonnage                  1200 tons
  Missile Tonnage          33
  Minimum Magazine Size    100
  Additional Costs         requires 2 gunners and 10 additional crewmen
                           only 1 may be mounted per firing arc
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Daemion on 17 September 2017, 22:45:09
I'm curious, reading your idea on the LAM engine, if they couldn't do something to coordinate twin engines in the side torsos. I've looked, and you can get a nice weight savings running two engines in tandem instead of An XL.  It would be more risky, because you'd have a higher risk of outright losing a single engine on a side. However, you'd be losing the wing, too, so, it might not matter. Then, you could run at half-power with the other engine.

That's how a lot of standard aircraft work now. Then, if you still want some balance, through in a crit or two in the CT for control links that coordinate the engine, and would count as an engine crit against both if ever hit.  Or something to that effect.

Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: BlackLiger on 18 September 2017, 04:56:34
I'm curious, reading your idea on the LAM engine, if they couldn't do something to coordinate twin engines in the side torsos. I've looked, and you can get a nice weight savings running two engines in tandem instead of An XL.  It would be more risky, because you'd have a higher risk of outright losing a single engine on a side. However, you'd be losing the wing, too, so, it might not matter. Then, you could run at half-power with the other engine.

That's how a lot of standard aircraft work now. Then, if you still want some balance, through in a crit or two in the CT for control links that coordinate the engine, and would count as an engine crit against both if ever hit.  Or something to that effect.

More or less how I did twin engine superheavies. 10% of the sum total engine weight +2 ct crit slots. If the link is damaged or one engine dies, recalculate down to single engine speeds. If this results in a 0 or less, minimum movement, in the case of your LAMs I'd expect stall and crash TBH.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 18 September 2017, 14:02:19
I'm curious, reading your idea on the LAM engine, if they couldn't do something to coordinate twin engines in the side torsos. I've looked, and you can get a nice weight savings running two engines in tandem instead of An XL.  It would be more risky, because you'd have a higher risk of outright losing a single engine on a side. However, you'd be losing the wing, too, so, it might not matter. Then, you could run at half-power with the other engine.

That's how a lot of standard aircraft work now. Then, if you still want some balance, through in a crit or two in the CT for control links that coordinate the engine, and would count as an engine crit against both if ever hit.  Or something to that effect.

I considered a twin engine idea before I did the XL Gyro dual set up

Essentially the LAM engine I thought was better with a single complete section taking up all of the centre torso while gyros balanced each other out to maintain stability
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Wrangler on 18 September 2017, 14:22:37
I considered a twin engine idea before I did the XL Gyro dual set up

Essentially the LAM engine I thought was better with a single complete section taking up all of the centre torso while gyros balanced each other out to maintain stability
Too bad it's not possible to have attachable engine to handle the flight side of things, while you got a normal fusion engine for mech itself.  Aka like Fastpack on a Phoenix Hawk.
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Cowdragon on 31 January 2018, 23:13:08
I really like what you've got here. Especially the LAM stuff. You put a lot of thought into giving a nod to them, without overpowering them.

Love the LAM Gyro especially! The engine is a good idea, but I feel like it could use some work.

What about doing something like a LAM booster? (Doesn't have to be called that, it's just off the top of my head) but instead of making huge engines that are essentially reworked XL's, going the route of VTOLs or Aerospace Fighters. Therefore giving LAMs a special movement advantage. But only in Aerospace fighter mode or something?

Example: You design your LAM but act like it has a slightly higher engine rating? Or slightly higher movement profile (however you wish to word it). So say you want to give a 25 ton LAM a 125 engine. It would walk 5 run 6 jump 5 (using standard Jump Jets). But you calculate the Fighter movement as if it were maybe 2 ranks higher? Maybe only one? I don't know. Anyway, you then get two different movement profiles. Mech 5/8/5 Fighter 7/11 or something like that. THEN go with your previous thing with requiring it to use the LAM gyro and finish using up the CT slots with engine.

Something like that even sound reasonable?
Title: Re: New Tech: From Alternate Timeline with Thanks
Post by: Dragon Cat on 01 February 2018, 14:42:49
Sounds pretty good something I may introduce but with the XL already in play there needs to be a reason for it

How about the engine remains the standard size thus increasing survivability (harder to hit) since smaller.  As you suggested it has to use the LAM Gyro because the Supercharger/boost thing takes up 3 Crits which still leaves a couple of CT slots available for tech.

Because the engine is harder to hit I'd probably limit it to a max two tier higher maybe just one I'll have to have a think