Author Topic: new nasty weapons one would like to see in BT  (Read 24416 times)

elf25s

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new nasty weapons one would like to see in BT
« on: 12 December 2013, 09:16:49 »
i am not sure but my friends tell me i do have a very nasty imagination when it comes to creating nasty toys when it comes to thinking of what if...

i would like to know what nasty new weapons any one would like to see in BTU.

for myself i would like to see a very nasty type of anti personel mine that lays in wait and when triggered hunts down its targets either by sneaking on the target and using bladed weapons and hiding again or exploding depending on situation.

another tool i would love to see is a ant type weapon where whole bunch of critter type machines size of large beetles just eat up infantry alive or chew up machines...as an added bonus they can self repair or replicate personally i preffer both...

another nasty i would love to see is a energy leech type drone with either energy or projectile weapon load out.
with the advent of new matterials most recent one at MIT that can convert radio waves into usable electricity i do not see that one too far fetched.
picture the little bastards homing in on a radar  or microwave transmiters because they are hungry and killing or destroying anything in their path.

hidden transport drones that can launch mini drones onto a mech little nasties squeezing in through vents and spaces between the armor while chewing up everything in their path....picture pilot trapped in the cockpit being eaten alive.

these are just some start offs any one else has some nasties in mind?
you sure cannot out run death...but sure as hell you can make that bastard work for it!

pfarland

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Re: new nasty weapons one would like to see in BT
« Reply #1 on: 12 December 2013, 09:27:25 »
Rotary AC/10s and Rotary AC/20s.  The ability to combine the various different AC types into one.  (like say a Light Rotary LB 5-X).

Very long range infantry weapons.

Component armor for vehicles or a way to slow up crits on them.

Mech level punjab pits.

Rules for IEDs.
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Weirdo

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Re: new nasty weapons one would like to see in BT
« Reply #2 on: 12 December 2013, 09:51:54 »
Very long range infantry weapons.

The 21 hexes of the Clan ER Heavy Support Laser aren't enough? :o

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Mech level punjab pits.

You need the Mccarron's Armored Cavalry scenario pack. Try a punjab pit with over a dozen auto-firing flamers at the bottom. }:)

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Rules for IEDs.

Historical: Reunification War has these. Also hidden snipers(that stay hidden while firing!), Molotov cocktails, and the sheer fleshmass of mobs ranging up to hundreds or thousands of people.
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evilauthor

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Re: new nasty weapons one would like to see in BT
« Reply #3 on: 12 December 2013, 12:35:04 »
Autocannons that are the same weight as their energy weapon counterparts, yet still get the extreme low heat of classic ACs.

Tactical nukes carried by mechs.

Mech portable Naval weaponry.

Super tanks! Mechs are to super tanks what modern infantry are to modern tanks.

In-universe ret con weapons. Character doesn't like how things went? Then they can change it with ret con guns! Naturally, every faction has this weapon... for now.

Prince of Darkness

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Re: new nasty weapons one would like to see in BT
« Reply #4 on: 12 December 2013, 12:46:22 »
Autocannons that are the same weight as their energy weapon counterparts, yet still get the extreme low heat of classic ACs.

The Light AC/5, and protomech autocannons.

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Tactical nukes carried by mechs.

Arrow IV can fire Davy Crockett-class warheads.

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Mech portable Naval weaponry.

I made a 200 ton superheavy carry a Sub-capital laser/1.

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Super tanks! Mechs are to super tanks what modern infantry are to modern tanks.

We have superheavy tanks.  Have you seen the one in XTRO 3145: Lyran?  Holy hell.
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evilauthor

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Re: new nasty weapons one would like to see in BT
« Reply #5 on: 12 December 2013, 13:07:29 »
The Light AC/5, and protomech autocannons.

The LAC/5 isn't the same weight as the Medium Laser, even without ammo.

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Arrow IV can fire Davy Crockett-class warheads.

How many mechs carry Arrow IV again? And how many of those carry nuclear ammo?

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I made a 200 ton superheavy carry a Sub-capital laser/1.

That's what? 10 standard damage? OOoooh, scary.

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We have superheavy tanks.  Have you seen the one in XTRO 3145: Lyran?  Holy hell.

Actually I haven't. I really should get those though.

Other ideas:
Hyperpulse Cannon - The ultimate in indirect fire weaponry, and it ALWAYS crits (well always if you can get a hit) because the pulse completely bypasses armor. It's a tad hard to aim though...

Fusion Cannon - Take an interplanetary transit drive. Attach a series of magnetic guides and sensors to turn the exhaust of the drive from an expanding cloud of plasma into a coherent particle beam. You now have the ultimate in anti-shipping weaponry not subject to standard weapon bay firepower limitations, although using it does require pointing your rear end straight at your target.

Phantom Mech Generator - This special ECM device finally reverse engineers the phenomenon known as "Phantom Mech Syndrome" and makes it available to all mech warriors. Mechs literally can't see a target protected by a PMG even when their pilots can, resulting in a -6 To Hit penalty against a PMG protected mech. This penalty only applies to ranged weapons though, not melee attacks.

Avimimus

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Re: new nasty weapons one would like to see in BT
« Reply #6 on: 12 December 2013, 18:24:48 »

Well...

- A lighter weight gauss rifle (in between the Lightened Gauss and Magshot)

- A class of extremely light ACs with worse range and accuracy (but with more ammunition options)

- Mech Mortars which fire single larger warheads (e.g. a MM/4 that does 4 damage to one area).

- An inner sphere heavy medium laser (which does only 7 points of damage like the CERML and has short range).

- A system for intercepting artillery rounds

- An inner sphere micro laser


elf25s

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Re: new nasty weapons one would like to see in BT
« Reply #7 on: 13 December 2013, 00:40:46 »
little disappointed you guys are still thinking big guns and missiles ,i was hoping for something off beat and nasty

how is this one for demoralizing? a rolly polly type drone loaded with poisons let loose in a camp? say with a non poisonous substance? say something that would give everyone case of runs? trydefending or attacking when you are trying not to have brown undies
you sure cannot out run death...but sure as hell you can make that bastard work for it!

evilauthor

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Re: new nasty weapons one would like to see in BT
« Reply #8 on: 13 December 2013, 01:17:45 »
little disappointed you guys are still thinking big guns and missiles ,i was hoping for something off beat and nasty

how is this one for demoralizing? a rolly polly type drone loaded with poisons let loose in a camp? say with a non poisonous substance? say something that would give everyone case of runs? trydefending or attacking when you are trying not to have brown undies

If you're going to do that, why not just fill the rolly polly with something lethal? A dead guy is even LESS able to defend and attack.

For that matter, if you can get the rolly polly into the enemy camp to begin with, why not just shell and bomb the place conventionally? At least that way, you can't be accused of warcrimes.

Targeting Computer Mark II - Extends the range brackets of all weapons it is enhancing. Meaning you're adding 1x/2x/3x hexes to an affected weapon's range, with "x" being a variable dependent on how much TC tonnage that you're devoting.

Targeting Computer Mark III - Allows one single weapon to use aerospace range brackets... in a GROUND fight. If set for say a Medium Laser, the Medium Laser's range brackets get bumped up from 3/6/9 hexes to 3/6/9 maps. Minimum range values if a weapon has them are not so affected.

Targeting Computer Mark IV - TN rolls? We don't need no stinking TN rolls! All weapons automatically succeed in their TN rolls regardless of the Gunner's skill... assuming the weapon has the range of course.

Targeting Computer Mark V - Combines the functions and abilities of all previous marks of Targeting Computer into one unit.

Siberian-troll

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Re: new nasty weapons one would like to see in BT
« Reply #9 on: 13 December 2013, 01:25:01 »
Energy disruptor NARC pod. Attached to the enemy unit can temporary short powerful energy weapon curcuits. All energy weapon with damage more then 4 cannot fire till  that ED-pod attached.

Lazarus Jaguar

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Re: new nasty weapons one would like to see in BT
« Reply #10 on: 13 December 2013, 03:30:35 »
RACs based on Protomech ACs rather than LACs.  Just imagine an RAC/8.

Also, a BA weapon on the same level as the Boom Gun from Rifts.  Big damage, long range, but needs to be immobile to fire.
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Hptm. Streiger

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Re: new nasty weapons one would like to see in BT
« Reply #11 on: 13 December 2013, 05:19:56 »
Mech Claymores - combining - M-Pod + Punch Hit Table + Mine = a mine field you don't want to cross when sitting 6m height.

Like Vibrabombs those mines have to be calibrated -> a mine that should rip the head of an Atlas of will do hardly any damage to a Commando
A mine that should rip the torso of a Commando apart will only deal damage to the legs of an Atlas

Optimal calibrated -> at cluster table of 15 -> LBX rules -> punch hit table
for each 5t below the calibrate weight damage is reduced by 1 (so 11 for a 80t Mech)

for 10t above the calibrate weight the damage is applied to the general to hit location/ add -1 for the roll on the cluster table
for more as 20t above the calibrated weight the damage is applied to the legs /add a -2 for the roll on the cluster table   (damage is applied in groups of 5)

Infantry damage is 1W6-3
Tanks take damage at cluster of 5 -> applied as one single hit (movement system is not crit - able)
quads count as weight/2


HazMeat

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Re: new nasty weapons one would like to see in BT
« Reply #12 on: 13 December 2013, 05:53:23 »
Do you mean "Bouncing Betty?"  I like that idea! 

A payload type (for no particular weapon, just whatever) I like the idea of is simply sensor-obscuring ink, deployed in a thick, rich cloud- not slowly like a CS canister, but rather instantly via small explosive charge.  The last thing the victim sees is a sudden explosion of the stuff, so let's say it's kaleidoscopically multicoloured and flourescent.  And radioactive enough to be brightly glowing.  You know, for some sort of sensor-defeating purposes.  I don't know how to make rules for that which represent it accurately without it being hilarideously overpowered, though.  :(

Okay, for custom weapons that might actually get allowed on a table...  I think Thunder mines would be a neat deployment platform for NARC pods. 

Even more likely, I think BT needs Inferno Rocket Launchers, but I'd also settle for Incendiary MRMs.  The name "IRL" is a bit unfortunate, so perhaps "I-Pod" instea-noooope, that's not good either.  Suggestions? 
I'm pretty happy that Battletech is divorced from actual warfare by its inherent silliness. Real war machines tend to be closely tied with the other--to avoid opening a can of worms--unpleasant, real world elements of war.

evilauthor

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Re: new nasty weapons one would like to see in BT
« Reply #13 on: 13 December 2013, 10:15:24 »
Do you mean "Bouncing Betty?"  I like that idea! 

A payload type (for no particular weapon, just whatever) I like the idea of is simply sensor-obscuring ink, deployed in a thick, rich cloud- not slowly like a CS canister, but rather instantly via small explosive charge.  The last thing the victim sees is a sudden explosion of the stuff, so let's say it's kaleidoscopically multicoloured and flourescent.  And radioactive enough to be brightly glowing.  You know, for some sort of sensor-defeating purposes.  I don't know how to make rules for that which represent it accurately without it being hilarideously overpowered, though.  :(

Okay, for custom weapons that might actually get allowed on a table...  I think Thunder mines would be a neat deployment platform for NARC pods. 

Even more likely, I think BT needs Inferno Rocket Launchers, but I'd also settle for Incendiary MRMs.  The name "IRL" is a bit unfortunate, so perhaps "I-Pod" instea-noooope, that's not good either.  Suggestions?

Put the word "Inferno" last. So it's "Rocket Launcher, Inferno".

Of course RLs being RLs, I would think Inferno Rockets would simply be an alternate ammo type. Same goes for NARC which already have lots of alternate ammo types.

Edit:
Here's an idea: the Sentinel ECM system. 6 hex radius. All enemy units inside the Sentinel ECM are under a Level 3 ECM effect. All friendly units inside the Sentinel ECM area of effect is considered to be not in line of sight of any Enemy units OUTSIDE the area of effect regardless of whether an actual line of sight exists. Friendly units are unaffected by Sentinel's line of sight blocking effects. Sentinel may be set to ECCM, in which case standard ECCM rules apply with the addition that Sentinel ECCM eliminates any line of sight blocking effects only within its own area of effect.
« Last Edit: 13 December 2013, 10:23:52 by evilauthor »

FedComGirl

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Re: new nasty weapons one would like to see in BT
« Reply #14 on: 13 December 2013, 10:21:04 »
Infantry weapons that use the RPG Support Weapon Conversion Chart from Combat Equipment. (They do the same damage as Battle Armor weapons/vehicle scale weapons.) If it works in the RPG it should in the BG. Makes infantry and small vehicles a lot deadlier.

Motorized and Mechanized that are constructed like beast mounted infantry only using small vehicles. Speed, range, weapons, and armor are per vehicle. Makes them a lot faster and stronger.

Amphibious Motorized and Mechanized infantry.

Being able to mount Battle Armor equipment on small vehicles. If a 2 ton mech can carry probes and ECM a 2 ton vehicle should.

Allowing any infantry/Battle Armor item to be used by other units using the Combat Equipment rules or even better yet using XTRO:1945 multiple mounting rules and either rounding up to the nearest half to for simplicity or using the fractional accounting rules, or a combination thereof.

Improved LAMs. Quad LAMs. Almost any vehicle type/LAM Conversion. Battle Armor Conversion Systems.

Vehicle Component armor.

Autocannons with variable burst rates. can be retroactively applied to all autocannons except Rotary which already has it. Can fire a single individual round all the way to the max rate of fire. Single rounds doing half damage (for simplicity) but doubling the ammo supply. May also be combined with multiple barrel quirk which allows Autocannons to fire bursts as if they were Rotarys. Total damage is divided by the number of barrels rounding down.

Hand Held Ranged Weapons built and used like Physical Hand Held Weapons.

Fighter sized KF drives.

Infantry sized Blue Shield Generators in place of support weapons.

Battlemech chin turrets and Battlemech/vehicle scale pintle mounted weapons.

Mass production of double strength heat sinks and rules for chemical double heat sinks. Both of which only take a single critical space.

evilauthor

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Re: new nasty weapons one would like to see in BT
« Reply #15 on: 13 December 2013, 12:46:10 »
Autocannons with variable burst rates. can be retroactively applied to all autocannons except Rotary which already has it. Can fire a single individual round all the way to the max rate of fire. Single rounds doing half damage (for simplicity) but doubling the ammo supply. May also be combined with multiple barrel quirk which allows Autocannons to fire bursts as if they were Rotarys. Total damage is divided by the number of barrels rounding down.

Let's take this one step further: ALL Autocannon gets the special rules of every other Autocannon such that the only difference between AC types are their chart stats (tonnage, range, crits, heat, etc etc etc). This means EVERY AC weapon can use Cluster ammo, precision ammo, 6 shot bursts, etc etc etc. An AC firing a multi-shot burst with cluster ammo (or any other ammo that does cluster damage) would simply treat the entire burst as one giant cluster.

Of course, this means out of the dozens of Autocannon weapons made in BT, only a core handful are going to be considered "good" with the rest being wastes of tonnage. But then that's the entire point of this idea...

Prince of Darkness

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Re: new nasty weapons one would like to see in BT
« Reply #16 on: 13 December 2013, 15:37:35 »
The LAC/5 isn't the same weight as the Medium Laser, even without ammo.

I'm comparing it to the large laser, mate ;).  1 ton more (with ammo) and 3 less damage, but for an eighth the heat more opportunities to murder. The PCA/8 is also very interesting, as due to the specialty ammo rules when firing them it is counted as an AC/20.

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How many mechs carry Arrow IV again? And how many of those carry nuclear ammo?

Off the top of my head?  nearly every faction either has a dedicated Arrow IV 'mech (Catapult variants, the Patriot, Naga, ect.) or an omni that can carry one (Hauptmann).  As for ammo?  As far as I can tell, it's the standard 5 rounds per ton.  Any thing with Arrow IV can fire Davy Crocketts.

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That's what? 10 standard damage? OOoooh, scary.

Why are you so snippy? You asked, and I gave you an example.

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Actually I haven't. I really should get those though.

It's called the Gulltoppr OmniMonitor, and with it's battle computer quirk adds to your initiative.  However, the Oversized quirk coupled with Poor performance means it is super easy to hit.
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FedComGirl

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Re: new nasty weapons one would like to see in BT
« Reply #17 on: 13 December 2013, 17:47:33 »
Let's take this one step further: ALL Autocannon gets the special rules of every other Autocannon such that the only difference between AC types are their chart stats (tonnage, range, crits, heat, etc etc etc). This means EVERY AC weapon can use Cluster ammo, precision ammo, 6 shot bursts, etc etc etc. An AC firing a multi-shot burst with cluster ammo (or any other ammo that does cluster damage) would simply treat the entire burst as one giant cluster.

Of course, this means out of the dozens of Autocannon weapons made in BT, only a core handful are going to be considered "good" with the rest being wastes of tonnage. But then that's the entire point of this idea...

If every autocannon were the same there'd be no reason for multiple types. I can see opening up more ammo types to LB-X and AC. Some also have more barrels than others. I want an optional way to reflect different damages for that to add flavor to the machine.


I'm comparing it to the large laser, mate ;).  1 ton more (with ammo) and 3 less damage, but for an eighth the heat more opportunities to murder. The PCA/8 is also very interesting, as due to the specialty ammo rules when firing them it is counted as an AC/20.

Off the top of my head?  nearly every faction either has a dedicated Arrow IV 'mech (Catapult variants, the Patriot, Naga, ect.) or an omni that can carry one (Hauptmann).  As for ammo?  As far as I can tell, it's the standard 5 rounds per ton.  Any thing with Arrow IV can fire Davy Crocketts.

Why are you so snippy? You asked, and I gave you an example.

It's called the Gulltoppr OmniMonitor, and with it's battle computer quirk adds to your initiative.  However, the Oversized quirk coupled with Poor performance means it is super easy to hit.
Off the top of my head?  nearly every faction either has a dedicated Arrow IV 'mech (Catapult variants, the Patriot, Naga, ect.) or an omni that can carry one (Hauptmann).  As for ammo?  As far as I can tell, it's the standard 5 rounds per ton.  Any thing with Arrow IV can fire Davy Crocketts.

Last time I looked Davy Crocketts were one shot per ton. But they are nice to have even if they're heavy.  >:D

Maskerade

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Re: new nasty weapons one would like to see in BT
« Reply #18 on: 13 December 2013, 18:53:16 »
UAVs like in the Mechwarrior 3015 trailer. Sure, they're not that useful on their own, being a glorified recon device, but when you can fire one off and now you have a spotter for those LRMs....

Mech-scale bolas launchers. Maybe more useful in the arenas, but absolutely hilarious when they do hit.
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evilauthor

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Re: new nasty weapons one would like to see in BT
« Reply #19 on: 13 December 2013, 19:09:53 »
UAVs like in the Mechwarrior 3015 trailer. Sure, they're not that useful on their own, being a glorified recon device, but when you can fire one off and now you have a spotter for those LRMs....

I thought those UAVs were to explain the omniscient "see everything" point of view of the players and why mech combat isn't always double blind.

HazMeat

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Re: new nasty weapons one would like to see in BT
« Reply #20 on: 14 December 2013, 08:44:36 »
Holy cow, the Temex Cat Ninjabolt has been succeeded!  Thank you, PoD, for directing me toward that beautifully-named vehicle.  What sounds even cooler than a monitor?  A golden-maned viking omnimonitor mount of the gods, that's what.  "Gulltoppr Omnimonitor" is just so fun to say, I can't stop grinning stupidly at how ..."Cellar Door-ish" it is, for lack of a better term.  Gulltoppr Omnimonitor.  I wish I were adopting a pet or something... 

I was not expecting to be taken seriously, and rather hoping for suggestions along the lines of "iOS-10 MRM Incendiary." ;D 

Yet another pyromania thing which I'd just love to death and that seems plausible in fiction is hybrid SRMs: half HE, half Inferno.  Can't decide?  Have the best of both worlds!  It's not a big deal since I can usually just use two launchers, but since hybrid would be more effective, it gives opportunity to tweak something around somehow to nerf it, yielding a new weapon.  Say, have it be a NARC pod alternative to explosive pods, fluffed as being based on LB-X technology, to make something less anaemic than the canon explosive pods; 1 point damage and one Incendiary (as opposed to Inferno) hit, multiplied by cluster 4 for NARC or cluster 6 for iNARC.  I guess Incendiary cluster bombs could be called Hellfire munitions, or Single-Serving War Crime Packets... 

P.S.  "Napalm Area Saturation Tool," or "NARC Anti-materiel Submunition Test," because the request was for nasty ideas. 
« Last Edit: 14 December 2013, 08:53:00 by HazMeat »
I'm pretty happy that Battletech is divorced from actual warfare by its inherent silliness. Real war machines tend to be closely tied with the other--to avoid opening a can of worms--unpleasant, real world elements of war.

idea weenie

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Re: new nasty weapons one would like to see in BT
« Reply #21 on: 14 December 2013, 18:03:00 »
Advanced electronics SRM/LRMs.  Capable of being programmed at launch for either Swarm, Narc, Artemis, Home-on-Jam, or other electronics packages (but not warhead or missile modifications), they allow for one ton of ammo to serve the purpose of many.

Enemy ECM bubble?  Toss off a volley of Home-on-Jam, so their ECM acts as a targeting and cluster bonus.

Lots of small guys clustered together?  Send a Swarm in, and let the missiles have fun.

Someone else has Narced the opponent?  Your Mech loads the frequencies into the missiles, and they all hit.


Spike Gauss rounds (or Autocannon rounds).  Take the Gauss damage, divide it by 2 (FRU).  Apply half that remaining damage to the armor, and if the remaining armor is less than 5* the remaining damage, apply the remaining damage (FRU) to the internal structure, and roll on the Critical Hits table (max of one critical hit from this though).  If the remaining armor is 5* or more, apply the damage to the armor as normal.  If there is no armor, apply the halved damage to the internal structure, and the rest is lost.

I.e. Gauss Rifle: 15 pts
Spike: 8 pts
Half to outer armor: 4 pts
Armor threshold: 20 pts (if remaining armor is less, apply remaining 4 pts to internal structure and roll for max of one critical hit.  If remaining armor is equal or more, apply to armor.)

No point is doing this for weapons doing 3 pts or less of damage.

Tactics: If enemy target is heavily armored, toss regular shots.  Once the armor is down to ~20 pts, toss spikes to crit it to death.  If armor is gone, toss regular shots.

Wrangler

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Re: new nasty weapons one would like to see in BT
« Reply #22 on: 14 December 2013, 19:59:03 »
What weapons I'd like to see?

Personally, a throwable melee weapon that can return to the thrower's hands actuator.  Unrealistic maybe, fun indeed. Least for me.

Realisticly. I'd like to see the weapons featured in the Third League Turning Points (parody) become real thing when the 100 year thing happens.  Their simple, enough variety and arguablely fun thing to use mech wise.
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FedComGirl

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Re: new nasty weapons one would like to see in BT
« Reply #23 on: 15 December 2013, 03:30:02 »
What weapons I'd like to see?

Personally, a throwable melee weapon that can return to the thrower's hands actuator.  Unrealistic maybe, fun indeed. Least for me.

How about Rocket Propelled Hand Actuators?   ROCKET PUNCH!!!   ;D

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Realisticly. I'd like to see the weapons featured in the Third League Turning Points (parody) become real thing when the 100 year thing happens.  Their simple, enough variety and arguablely fun thing to use mech wise.

Ditto. And I'd love to see the Urbanmech LAM.  :D

Erkki

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Re: new nasty weapons one would like to see in BT
« Reply #24 on: 15 December 2013, 07:43:49 »
A missile weapon or a series of them somewhere between Thunderbolts and Arrow IV: same or comparable or similar weight, ammo and heat with Thunderbolt, but longer range up to, say, 24-27 hex, indirect fire and special munitions(heat-seeking, semi-guided, swarm, frag, incendiary etc.) capable, but with a minimum range at least 2 hex longer than Thunderbolt's.

Khymerion

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Re: new nasty weapons one would like to see in BT
« Reply #25 on: 15 December 2013, 13:02:54 »
pop up gun turrets.   Not a weapon exactly but it is the one thing I really would like.   Allow a tank hiding behind a hill to get it's gun up above a ridge line without having to expose it's hull...  and since it is adjustable, allow the turret to still get a hull down defense bonus while firing.   About the only thing I still love from AD2300.

Missiles able to turn around and fly back for a second attempt at a missed target.

A Cruise Missile, Sub-Capital missile, capital missile with a MIRV style warhead to scatter Anti-Aircraft missiles down onto a target...   kinda using the big missiles like as the booster stage to saturate an area.   Figure it would be a fun surprise to see a big missile break open and fill the area in front of a fighter squadron.
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Maskerade

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Re: new nasty weapons one would like to see in BT
« Reply #26 on: 15 December 2013, 16:28:57 »
Remote turrets that fit into a thunderbolt missile.
Be polite. Be efficient. Have a plan to kill everyone you meet.

idea weenie

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Re: new nasty weapons one would like to see in BT
« Reply #27 on: 16 December 2013, 00:52:11 »
Thunderbolts modified to be heavier damage.

Arrow IV launcher = 15 tons, 15 crits, 10 heat
Arrow IV missile = 8 mapsheets range, 20 pts damage, 200 kilos

Thunderbolt-20 Launcher = 15 tons, 5 crits, 8 heat
Thunderbolt 20 missile = 18 hexes range, 20 pts damage, 333.33 kilos

Same launcher mass, same damage (actually less because Arrow IV potentially hits additional targets), 66.67% more massive missile, 1/8 the range.  The launcher isn't as bulky, and it produces 20% less heat, but the missiles are my issue.

Combine that with fitting Swarm guidance to the Thunderbolt.  You fire one missile, and keep rolling to-hits until it either runs out of targets near the original, or it hits.  Watch an enemy force scatter ASAP.  Also allow for other warhead modifications.


For Pulse weapons, I'd rather they got rid of the targeting bonus, and simply went with higher damage.  Say that the pulses are too fast to effectively re-aim during the battle, and they are just so the vaporized armor can dissipate before firing again. This turns the CLPL from:
H: 10
D: 10
R: 6/14/20
T: 6
C: 2
To:
H: 10
D: 15
R: 6/12/18
T: 6
C: 2

No 2 pt bonus to-hit, but it just got turned into a headcapper.  Its long range is just longer than a CERLL medium range, but within its bubble enemy Mechs will notice they got tagged.

evilauthor

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Re: new nasty weapons one would like to see in BT
« Reply #28 on: 16 December 2013, 16:10:25 »
Improved Artillery Cannons.
- Same damage, range, and ammo profiles.
- No TN penalties.
- Tonnage reduced by half.
- Criticals reduced by half.
- Heat reduced by half.
- Can directly target both enemy units and terrain hexes.

Improved Artillery
- Same as the above.

Improved Hardened Armor
- Like Hardened Armor except where noted.
- No Run MP penalty.
- Half points of damage are entirely negated. Ie, when halving damage, round down to nearest whole number.

Hot and Extra Hot Fusion Engines
- Fusion Engines that lose weight by skimping on shielding. In addition to freeing up tonnage, it also frees up internal volume, but will run hotter than other engine types.
- Hot Engines weight as much as Light Engines, are one less crit in size than standard Engines, and automatically start combat with 1 critical hit to the Engine.
- Extra Hot Engines weight the same as XL Engines, are 2 less crits in size than standard Engines, and automatically start combat with 2 critical hits to the Engine.

Improved Heat Sinks (for Vehicles!)
- 0.5 tons per sink
- Can sink 1 heat per sink.
- When used by mechs, IHS uses up 1 critical space.

Economy Heat Sink
- An add on unit for regular cooling systems, EHS uses economies scale to improve heat sink capacity. The cost is that EHS is much less modular than other Heat Sink systems, and is thus more vulnerable to damage.
- EHS may be used with other Heat Sink types.
- EHS is usable by mechs only.
- EHS tonnage, crits, and heat sink ability scales with the size of the EHS unit. The minimum size EHS unit is 1 ton, 1 crit, and sinks only 1 heat. For every additional ton the EHS unit weights, it takes up 1 additional crit and doubles the amount of heat it can sink. So...
Code: [Select]
Economy Heat Sink Table
Tonnage   Crits   Heat Sunk
 1          1         1
 2          2         2
 3          3         4
 4          4         8
 5          5        16
 6          6        32
 7          7        64
 8          8       128
 9          9       256
10         10       512
11         11      1024
12         12      2048
- EHS cannot be used as the base Heat Sink for a mech.
- EHS cannot be hidden in the Engine.
- EHS cannot be split between sections. Split EHS is considered two separate EHS units.
- One critical hit to an EHS unit will disable the entire unit.

Wrangler

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Re: new nasty weapons one would like to see in BT
« Reply #29 on: 16 December 2013, 16:51:20 »
Not necessary nasty...but

I'd like to see out-date technology for Pre-Star League Era (I mean Cold War onward)

Pre-Terran Hegemony Guided Missiles
Pre-Terran Hegemony ECM
Pre-Terran Hegemony Large Calibar Cannons (bigger than Rifles)
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