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Author Topic: Custom Naval Weapons Design  (Read 555 times)

willis

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Custom Naval Weapons Design
« on: 22 February 2018, 00:41:21 »
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, 18:01:46 »
I like the chart. Love seeing new Naval Weapons.
Walking the fine line between sarcasm and being a smart-ass

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willis

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Re: Custom Naval Weapons Design
« Reply #2 on: 17 May 2018, 14:33:08 »
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, 14:41:01 by willis »

idea weenie

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Re: Custom Naval Weapons Design
« Reply #3 on: 17 May 2018, 23:59:32 »
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, 17:09:19 »
I do like your ideas!
 >:D

Maingunnery

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Re: Custom Naval Weapons Design
« Reply #5 on: 18 May 2018, 17:13:02 »

The Arrow IV could then be a Capital SRM launcher.....
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

willis

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Re: Custom Naval Weapons Design
« Reply #6 on: 18 May 2018, 20:45:31 »
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, 08:37:39 »
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.
On behalf of the Berserker,
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

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