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Author Topic: Remote Weapon Stations (RWS)  (Read 3708 times)

Daryk

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Re: Remote Weapon Stations (RWS)
« Reply #120 on: 03 February 2020, 18:35:45 »
I hope my feedback is helpful, then!  :thumbsup:

MechWarriorFox

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Re: Remote Weapon Stations (RWS)
« Reply #121 on: 05 February 2020, 01:38:00 »
I hope my feedback is helpful, then!  :thumbsup:
Ok, taking your idea into account...

Quote from: Anti-Infantry System (Standard MG Variant)

Anti-Infantry System (MG)
Mass: .25 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 50 shots (IS)/100 shots (Clan)
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage.

Quote from: Anti-Infantry System (Heavy MG Variant)

Anti-Infantry System (HMG)
Mass: .5 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 25 shots
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage.

__________________________________________
Quote from: Anti-Infantry System (Laser (IS) Variant)

Anti-Infantry System (IS Laser)
Mass: 1.5 Ton
Slots: 1
Heat: 3 Units/attack
Range: 3
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 3d6 for damage.

__________________________________________
Quote from: Anti-Infantry System (Laser (Clan) Variant)

Anti-Infantry System (Clan Laser)
Mass: 1 Ton
Slots: 1
Heat: 1 Units/attack
Range: 3
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 3d6 for damage.

__________________________________________
Quote from: Anti-Infantry System (Gyrojet Variant)

Anti-Infantry System (Gyro)
Mass: .25 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 25 shots
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage. Add +1 roll modifier to roll.

__________________________________________
Quote from: Anti-Infantry System (Grenade Variant)

Anti-Infantry System (GL)
Mass: .5 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 20 shots
Range: 1
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage. Add +2 to anti-infantry rolls.

__________________________________________
Quote from: Anti-Infantry System (Micro Rocket Variant)

Anti-Infantry System (MR)
Mass: 1 Ton
Slots: 2
Heat: 3 Unit/attack
Ammo/Ton: 10 shot
Range: 4
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 3d6 for damage. Add +2 to anti-infantry rolls and -1 to accuracy rolls.

__________________________________________
Quote from: Anti-Infantry System Rules

Tabletop Rules:
Anti-Infantry System (AIS) are anti-infantry and anti-battle armor weapons only. They won't fire on any other target.

Upon use, choose 3 infantry units within range of the AIS. Roll the required number of dice and apply damage. All AIS weapons will get a -1 penalty when firing upon infantry/battle armor in the same hex as the unit.
___________________________________
Battletech/Mechwarrior (video game) Rules:
Anti-Infantry System units are mounted in the same slot as the Anti-Missile System and function similarly as AMS when it comes to use. AIS gets less accurate when fighting infantry within 30 meters and are subject to Line of Sight.


That should do it... for prototype 3.

RifleMech

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Re: Remote Weapon Stations (RWS)
« Reply #122 on: 05 February 2020, 03:40:07 »
I just had this thought of using Tesla Coils as anti-infantry weapons. They'd generate heat but be ammo free. Infantry get to close and ZAP! It probably wouldn't work but it was a thought. Might work better on vehicles as it could be omni directional.

Daryk

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Re: Remote Weapon Stations (RWS)
« Reply #123 on: 05 February 2020, 05:52:34 »
I'd keep the laser systems to 2d6... One ton Small Pulse Lasers only get that much. If anything gets 3d6, I'd think the Grenade Launcher would make the most sense.  And the Rocket version should probably only be 1d6... its range is its main feature.

MechWarriorFox

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Re: Remote Weapon Stations (RWS)
« Reply #124 on: 05 February 2020, 06:13:10 »
I'd keep the laser systems to 2d6... One ton Small Pulse Lasers only get that much. If anything gets 3d6, I'd think the Grenade Launcher would make the most sense.  And the Rocket version should probably only be 1d6... its range is its main feature.
Thanks, new to this 'make stuff for Battletech' thing. ;)

Daryk

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Re: Remote Weapon Stations (RWS)
« Reply #125 on: 05 February 2020, 18:31:40 »
Glad I could help!

MechWarriorFox

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Re: Remote Weapon Stations (RWS)
« Reply #126 on: 05 February 2020, 18:41:18 »
Glad I could help!
So this would work?

I hope my feedback is helpful, then!  :thumbsup:
Ok, taking your idea into account...

Quote from: Anti-Infantry System (Standard MG Variant)

Anti-Infantry System (MG)
Mass: .25 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 50 shots (IS)/100 shots (Clan)
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage.

Quote from: Anti-Infantry System (Heavy MG Variant)

Anti-Infantry System (HMG)
Mass: .5 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 25 shots
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage.

__________________________________________
Quote from: Anti-Infantry System (Laser (IS) Variant)

Anti-Infantry System (IS Laser)
Mass: 1.5 Ton
Slots: 1
Heat: 3 Units/attack
Range: 3
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage.

__________________________________________
Quote from: Anti-Infantry System (Laser (Clan) Variant)

Anti-Infantry System (Clan Laser)
Mass: 1 Ton
Slots: 1
Heat: 1 Units/attack
Range: 3
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage.

__________________________________________
Quote from: Anti-Infantry System (Gyrojet Variant)

Anti-Infantry System (Gyro)
Mass: .25 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 25 shots
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage. Add +1 roll modifier to roll.

__________________________________________
Quote from: Anti-Infantry System (Grenade Variant)

Anti-Infantry System (GL)
Mass: .5 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 20 shots
Range: 1
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 3d6 for damage. Add +2 to anti-infantry rolls.

__________________________________________
Quote from: Anti-Infantry System (Micro Rocket Variant)

Anti-Infantry System (MR)
Mass: 1 Ton
Slots: 2
Heat: 3 Unit/attack
Ammo/Ton: 10 shot
Range: 4
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage. Add +2 to anti-infantry rolls and -1 to accuracy rolls.

__________________________________________
Quote from: Anti-Infantry System Rules

Tabletop Rules:
Anti-Infantry System (AIS) are anti-infantry and anti-battle armor weapons only. They won't fire on any other target.

Upon use, choose 3 infantry units within range of the AIS. Roll the required number of dice and apply damage. All AIS weapons will get a -1 penalty when firing upon infantry/battle armor in the same hex as the unit.
___________________________________
Battletech/Mechwarrior (video game) Rules:
Anti-Infantry System units are mounted in the same slot as the Anti-Missile System and function similarly as AMS when it comes to use. AIS gets less accurate when fighting infantry within 30 meters and are subject to Line of Sight.


Should I add an ER laser variant or keep it as it is?

Daryk

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Re: Remote Weapon Stations (RWS)
« Reply #127 on: 05 February 2020, 18:47:58 »
I wouldn't add an ER version, at least not with the ability to target at 0 hexes...

MechWarriorFox

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Re: Remote Weapon Stations (RWS)
« Reply #128 on: 06 February 2020, 07:53:04 »
I wouldn't add an ER version, at least not with the ability to target at 0 hexes...
That should do it then. It was going to get crowded anyway.

Daryk

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Re: Remote Weapon Stations (RWS)
« Reply #129 on: 06 February 2020, 18:33:24 »
True, true...

MechWarriorFox

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Re: Remote Weapon Stations (RWS)
« Reply #130 on: 07 February 2020, 11:03:20 »
True, true...
That should do it then. Maybe I should propose this to be part of the 'unofficial' stuff given that it would fit well into the setting...

Daryk

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Re: Remote Weapon Stations (RWS)
« Reply #131 on: 07 February 2020, 17:20:54 »
That's what this forum is all about!  :thumbsup:

 

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