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New Equipment: Gas Missiles
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What do you think of these rules?
Awful! Why would anyone want to use them ever!
40%
 40%  [ 2 ]
OK, I guess.
0%
 0%  [ 0 ]
Too complex. Simplify and add lightness.
0%
 0%  [ 0 ]
Great! Love the rules!
20%
 20%  [ 1 ]
Other. Reply with your opinion.
40%
 40%  [ 2 ]
Total Votes : 5
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Kylo Kruis
Lyran Alliance
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PostPosted: 19-Jun-2018 17:11    Post subject: New Equipment: Gas Missiles Reply to topic Reply with quote

Overview:

Those of you in the know about real warfare tactics will understand that it is more beneficial for a force to seriously maim the enemy than it is to kill them. While killing a soldier does remove him or her from the battle, wounding them has the same effect, except that the soldier also occupies the time of a medic, space in a hospital as well as his or her country's money and resources. Additionally, the effect of wounding a soldier and then allowing him or her to be seen by his or her comrades can be very demoralising.

History and Gameplay:

In early 3060, Lyran scientists first created gas equivalents to LRM, MRM and SRM missiles (no NLRMs, ELRMs or Streak launchers). These projectiles essentially contain two safe chemicals in glass vials which break upon impact and, as they mix, emit an extremely toxic gas which usually blinds and maims victims but can be fatal in high concentrations. Another design feature of the gas is that it is highly soluble in air, meaning it dissipates very quickly into the surrounding environment, making it safe for any unit within 10 seconds (one turn) unlike some substances which can drift all over the battlefield, wreaking havoc among friendly and enemy forces alike. Gas missiles are regarded as 'Experimental' equipment from 3060-3063, 'Advanced' equipment until just before the turn of the century (3098) and 'Tournament Legal' from then on. With identical ranges to an equivalent flight of missiles, gas projectiles have a devastating effect on infantry or Battlemechs with no armour left on one or more locations, which allows the noxious gas to seep through the 'Mech's internal structure and into the cockpit. No damage is done to any other targets. There are the same number of reloads per ton as with standard ammo for that launcher and missiles are unaffected by NARC beacons and incompatible with all Artemis equipped launchers. As gas missiles are aimed at a target rather than a hex, all movement and terrain modifiers apply. If the target is hit, roll in the 'Missile Hits' table. The resulting roll has to be matched or bettered by the target unit. For MRM 30s and MRM 40s where two rolls are made, chose the higher roll. If this roll is equaled or bettered by the target, there are no effects. If it is not (for infantry targets), damage is taken to the unit equivalent to the amount of damage the missiles that hit would do (for infantry, the soldiers do not actually die but are so seriously injured that they can be counted out of the remainder of the scenario or campaign). For Battlemech targets, divide the missile damage by 4 (rounded up). This damage is applied to the 'Mechwarrior hits table. The 'warrior must roll consciousness numbers as well in order to stay conscious (as per standard 'Mechwarrior hits ruling). In accordance with normal rules, if a 'Mechwarrior takes a total of 6 hits, he or she automatically dies. As per standard rules, roll for the incapacitated pilot each turn to see if he or she regains consciousness.

Gameplay example:

Bob fires a salvo of SRM-4 gas missiles at James' Stinger, which has had its arm blown off two turns previously. He achieves a hit and rolls a 9 in the '4 missiles' column of the 'Missile Hits' table, meaning that 3 out of 4 missiles have hit. James must now roll a 9 for the 'Mechwarrior to evade damage. He rolls a 6 and so the pilot takes 2 damage (3 x 2 = 6, 6/4 = 1.5 rounded up to 2). James rolls for the consciousness number due to taking 'Mechwarrior hits (target No. 5) and rolls a 4, meaning that the pilot blacks out. In the 'End Phase' of the next turn, James may roll again (target No. 5) to see whether the 'warrior regains his or her senses.

Gameplay example 2:

James is peeved at Bob for knocking out his Stinger pilot and so fires a salvo of MRM 30 gas missiles at Bob's undamaged infantry platoon. He achieves a hit and rolls a 6 and an 8 in the '15 missiles' column of the 'Missile Hits' table, for a total of 18 missiles hitting (9 + 9). To evade damage, Bob must equal or better the highest roll (8). Bob rolls a 10 and so avoids damage as well as peeving James off even more.

Also, any infantry unit which passes within LOS of the site of a gas attack done on a friendly infantry unit must make a morale check during the 'End Phase' of the turn as if they had been the subject of a flamer attack (+3 modifier). This roll has to be made every turn that the LOS remains, each time increased by a +1 modifier. This modifier is reset as soon as the LOS is broken.

Gameplay example 3:

Later in the same scenario, one of Bob's undamaged infantry units is hit by a salvo of MRM 30 gas missiles and takes 16 damage. The attacker is in LOS (it must be as MRMs cannot be fired indirectly). In the adjacent hex is another of Bob's infantry units, a veteran platoon with LOS to both the attacker and to the target (the infantry unit that was hit). Therefore, the veteran unit must make a morale check during the 'End Phase' of that turn. The base morale target number for a veteran unit is 4, modified as if they had been the subject of a flamer attack (+ 3) and by the Battlemech in LOS (+ 1) for a total of 8 (4 + 3 + 1 = 8). Bob rolls a 9 and so the unit retains morale. The next turn, as the veteran unit did not have enough MP to move out of LOS of the site of the attack and the attacking Battlemech, it must make another morale check but this time modified by an additional + 1 modifier as the LOS to the site of the attack remained unbroken. For the morale of the unit to remain undamaged, Bob must now roll a 9 (4 + 3 + 1 + 1 = 9) in the 'End Phase' of that turn. Bob rolls a 6 and so the morale is broken. During the 'End Phase' of the next turn, Bob will have an opportunity to recover the morale of this unit. If that fails, these hardened veteran soldiers have been irreversibly routed and flee from the battlefield via the shortest possible route.

As gas missile ammo contains no explosive, a critical hit to gas ammo does no damage in the normal manner but requires a 2D6 roll to determine whether the pilot takes damage. On a roll of 2-9, no damage is done, but on a roll of 10-12 the 'Mechwarrior immediately dies due to the close proximity and concentration of the gas. CASE increases the roll so that on a roll of 2-11 nothing happens and only on a roll of 12 does the pilot die. CASE II eliminates any chance of 'Mechwarrior death from ammunition hits to gas ammo.

Gas missiles are only available as Inner Sphere technology as the Clans regard such methods as dishonorable.
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[Last edited by Kylo Kruis on 20-Jun-2018 10:39; edited 26 times in total]
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Mordel
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PostPosted: 20-Jun-2018 09:02    Post subject: New Equipment: Gas Missiles Reply to topic Reply with quote

So, I like the concept of gas missile when it comes to regular ground infantry...

...but I think against anything sealed, it doesn't make sense. Just because a BattleMech loses an arm or has no armor on it, doesn't mean the cockpit isn't sealed. There's no way the gas could get into the sealed cockpit. If that were the case, 'Mechs would be worthless underwater, in space, or in any environment where the air is already a toxic gas.
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Sir Henry
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PostPosted: 20-Jun-2018 09:22    Post subject: New Equipment: Gas Missiles Reply to topic Reply with quote

Isn't using chemical warfare banned in the Ares Convention?
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Kylo Kruis
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PostPosted: 20-Jun-2018 09:33    Post subject: Re: New Equipment: Gas Missiles Reply to topic Reply with quote

Mordel wrote:
Just because a BattleMech loses an arm or has no armor on it, doesn't mean the cockpit isn't sealed. There's no way the gas could get into the sealed cockpit. If that were the case, 'Mechs would be worthless underwater, in space, or in any environment where the air is already a toxic gas.


I thought that a 'Mech couldn't go underwater if it had had a hull breach for just that reason.
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In War there is no prize for Runner-Up - Kylo Kruis, Commander in Chief, Desert Chaos Mercenary Expeditionary Forces

You can't polish a turd - Ancient Addage

But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
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Kylo Kruis
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PostPosted: 20-Jun-2018 09:38    Post subject: Re: New Equipment: Gas Missiles Reply to topic Reply with quote

Sir Henry wrote:
Isn't using chemical warfare banned in the Ares Convention?


It is, but so are nuclear weapons. Both these weapon types were used during the bombardment of the Concordat worlds less than a decade after the passing of the act. Also, the Ares convention does not mention anything about civil wars (these weapon systems are freely used during such engagements) and it is during the Civil War that gas missiles achieved the most widespread usage, despite still being advanced equipment.
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You can't polish a turd - Ancient Addage

But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
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chihawk
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PostPosted: 20-Jun-2018 16:30    Post subject: Re: New Equipment: Gas Missiles Reply to topic Reply with quote

Kylo Kruis wrote:
Mordel wrote:
Just because a BattleMech loses an arm or has no armor on it, doesn't mean the cockpit isn't sealed. There's no way the gas could get into the sealed cockpit. If that were the case, 'Mechs would be worthless underwater, in space, or in any environment where the air is already a toxic gas.


I thought that a 'Mech couldn't go underwater if it had had a hull breach for just that reason.


Nope, just the section with no armor floods. The rest of the mech is fine.
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Ruger
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PostPosted: 20-Jun-2018 19:16    Post subject: Re: New Equipment: Gas Missiles Reply to topic Reply with quote

Kylo Kruis wrote:
Sir Henry wrote:
Isn't using chemical warfare banned in the Ares Convention?


It is, but so are nuclear weapons. Both these weapon types were used during the bombardment of the Concordat worlds less than a decade after the passing of the act. Also, the Ares convention does not mention anything about civil wars (these weapon systems are freely used during such engagements) and it is during the Civil War that gas missiles achieved the most widespread usage, despite still being advanced equipment.


Clarification: IIRC, the Ares Conventions only ban the use of nuclear weapons against civilian targets. Their use against military targets is still allowed under the guidelines of the Ares Conventions...

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Kylo Kruis
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PostPosted: 22-Jun-2018 15:42    Post subject: Re: New Equipment: Gas Missiles Reply to topic Reply with quote

I was just wondering why someone thought the equipment was awful?

It is not that I am offended: I have always found constructive criticism very helpful, it's that I don't know why.

If you thought the equipment is umderpowered, it can disable a 'Mechwarrior and quite literally decimate an infantry platoon and almost certainly make any nearby regular platoons flee at the sight of the destruction.

If you thought it was overpowered, why? there are quite a few rolls to get right for the desired effects to happen.

Please explain. I am interested to know. Maybe there is a flaw in the rule set. If you can point out any faults, revisions or improvements, I would be very happy to hear them. Smile

Kylo.
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In War there is no prize for Runner-Up - Kylo Kruis, Commander in Chief, Desert Chaos Mercenary Expeditionary Forces

You can't polish a turd - Ancient Addage

But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
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Kylo Kruis
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PostPosted: 22-Jun-2018 15:46    Post subject: Re: New Equipment: Gas Missiles Reply to topic Reply with quote

Also, if you don't want to reveal your identity (which I can understand in an anonymous poll), just send me a site message.
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In War there is no prize for Runner-Up - Kylo Kruis, Commander in Chief, Desert Chaos Mercenary Expeditionary Forces

You can't polish a turd - Ancient Addage

But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
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