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Armor-piercing SRMs?
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Kraken
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PostPosted: 11-Aug-2006 23:28    Post subject: Armor-piercing SRMs? Reply to topic Reply with quote

I seem to recall reading somewhere (either in Unbound or the Tactical Handbook) about SRMs specifically designed to piece armor. One point of damage went against the armor, while another point went against the internals.

How would such a thing work against battle armor? The only internals that could be hit would be the pilot. So would those things be an instant-kill against infantry?

Thanks.

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Stinger
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PostPosted: 12-Aug-2006 00:56    Post subject: RE: Armor-piercing SRMs? Reply to topic Reply with quote

They are called Tandem Charge SRM's, And for the life of me cant remember how they worked against BA. And with all my books instorage I cant look them up. But I do remember the armor pieceing rounds were called tandem charge, neat idea, much like the Mag Pulse missiles.

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Vagabond
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PostPosted: 12-Aug-2006 02:55    Post subject: RE: Armor-piercing SRMs? Reply to topic Reply with quote

Tactical Handbook: Tandem Charge Warhead

TC warheads effect all infantry units, including those equiped with battle armor, as normal SRM missiles.

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Knightrunner
Clan Snow Raven
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PostPosted: 15-Aug-2006 15:29    Post subject: RE: Armor-piercing SRMs? Reply to topic Reply with quote

Weren't they also in Unbound in a slightly different form? I remember, years back, my group banned them as soon as they came out because the Unbound rules allowed them to roll for critical hits on _every_ shot. I don't think elementals were specifically mentioned. Logically, they should kill the trooper- just as they logically should have a chance to cause critical hits. Too powerful!

The THB fixed the uber-ness of the tandem charges, but made them almost useless! They probably should have just been removed from play.
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Stinger
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PostPosted: 16-Aug-2006 11:45    Post subject: RE: Armor-piercing SRMs? Reply to topic Reply with quote

hehe yeah god forbid there is a realistic useful weapon. But I dont know if they are useless, getting a headstart on the internal can never be a bad thing.

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Stinger
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DarkAdder
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PostPosted: 16-Aug-2006 17:04    Post subject: RE: Armor-piercing SRMs? Reply to topic Reply with quote

Oh, they work alright. I used them to kill a modded Warhammer IIC. Three of those beasties to the cockpit is very effective.
Anyone know what the cost of the missiles would be? Just so I can keep my players from buying entire production runs.

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Vagabond
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PostPosted: 16-Aug-2006 22:47    Post subject: RE: Armor-piercing SRMs? Reply to topic Reply with quote

TC Warheads are down right leathal to vehicles. You can kill almost any Tank with just a Javalin. Remember, a vehicle has IS only up to 10 percent of its tonnage. Built some PT boats around these things. Close quickly on my artillery Cruiser like ship and put 4 dozen TC Warheads into the side, BOOM!

Anyway, My suggested revamp on these tasties would be to remove the 1pt internal and give each missile a chance to cause a crit like AC 2 AP Ammo which is on a 12 i believe. The warhead does 1pt armor, crit chance with -4 mod, and 1/2 ammo per ton.

With the short range and AMS on many units it would not be to off balanced. As an option, you could offer a crit chance per launcher with this scale:

-4 crit mod for 1 srm.
-3 crit mod for 2 srm.
-2 crit mod for 4 srm.
-1 crit mod for 6 srm.

This mod is based on how many missiles hit from that launcher only. Roll crit for 1st missile only.

Anyway, just some ideas to update the idea.

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Knightrunner
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PostPosted: 17-Aug-2006 15:51    Post subject: RE: Armor-piercing SRMs? Reply to topic Reply with quote

The missiles aren't useless, of course, just not any different from standard SRM's in most situations. Home-brew rules like this can give them back their personality without making them unbalanced. The basic idea was good, but at first it was _too_ good (I half expect the next edition to introduce triple heat sinks and Rotary ER PPC's!), and now it's just an SRM with extra record keeping attached.

If you can't roll on the crit table, getting a head start on internal structure is just 6 of 1, half a dozen of the other. Not bad or good, by why bother at all?

Sure, they can kill vehicles relatively easy, but 4 dozen SRM's are going to destroy any vehicle! Infernos are even more likely to wipe out a vehicle. Even with standard SRM's, a tanker must break out in a cold sweat if a Javelin comes near.

In most situations, TC's actually lower the chance of scoring a crit- they'll still be trying to burn through armor when regular SRM's are already working on structure (especially in the torsos).

The one exception to this is the head where 3 hits = automatic death. Of course, most weapons already kill with three head hits (if you can get them). Even standard SRM's force three consciousness checks. True, If someone takes partial cover against a Javelin armed with TC's they may not survive to regret it. That player will probably _never_ do that again, either.

I like your table- useful, but not outrageous, and it keeps the flavor of the concept.
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