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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 28-Mar-2007 12:45 Post subject: |
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Another thing may be an improved Double Heat Sink. This thing would be a prototype of heat sink that was later perfected by the clans.
It weights 1 ton and takes two critical slots, but it uses particularly volatile cooling medium the clans improved the chemical stability, but the SL prototype occasionally explodes when overheated. Treat the iDHS as explosive ammo that causes 5 points of damage if you fail the ammo explosion roll on heat scale. Damaged iDHS doesn't explode.
Of course that this is prime candidate for documentation lost category _________________ The dragon NEVER sleeps!
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 30-Mar-2007 04:15 Post subject: |
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Garret D3j targeting system: This device is installed on Rifleman (DHS equipped to allow maximal rate of fire) hidden somewhere in the technology vault. Everything is fine with this 'Mech and the system itself is working without any apparent problems. D3j was made to achieve target lock in any situation, so you may ignore to hit modifiers for atmospheric conditions (weather, daytime, ... doesn't matter) and lowers modifier for target movement by 2 (just like the precision AC ammo, these two stack). The problem is that the system isn't particularly picky. If you roll 4 and less to attack, you immediately make an attack on target closest to attacking 'Mech instead. SL hide this to prevent it from falling to Amaris hands rather than to shelve defective technology. SL never had time to test the system against multiple targets.
With the way the Rifleman is used it may result in devastating backstab (the system ignores the modifiers normally ) _________________ The dragon NEVER sleeps!
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AWAD Draconis Combine Chu-sa
Joined: 06-Feb-2002 00:00 Posts: 766
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Posted: 31-Mar-2007 01:14 Post subject: |
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Love the idea
Maybe a few "new" and never seen before items, one or two standard Tech 2, like Ultra5, but then the real problem children, like Super Ultra 5. If PCs do not due a lot of research and due diligence they can be more lethal to the user.
Make it cost money and time to review. But they may just assume and slap it on a Mech. If it does not destroy the weapon or themselves, then they have work to do. Make sure that some are not possible to fix but others can. And those that can be fixed are not super powerful.
But if one is super powerful there is another problem, ROM, SAFE, Wolf Dragoons suddenly showing up and taking it, or making an offer hard to refuse. Gives lots of in and out of Mech stuff.
Good Luck.
AWAD- I did one where the PCs started the campaign on top of a Star League cache, and never figured it out until Comstar showed up and smacked them off
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Kraken Federated Suns Marshal
Joined: 04-Feb-2002 00:00 Posts: 2755 Location: United States
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Posted: 31-Mar-2007 09:48 Post subject: |
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AWAD wrote: | Love the idea
Maybe a few "new" and never seen before items, one or two standard Tech 2, like Ultra5, but then the real problem children, like Super Ultra 5. If PCs do not due a lot of research and due diligence they can be more lethal to the user.
Make it cost money and time to review. But they may just assume and slap it on a Mech. If it does not destroy the weapon or themselves, then they have work to do. Make sure that some are not possible to fix but others can. And those that can be fixed are not super powerful.
But if one is super powerful there is another problem, ROM, SAFE, Wolf Dragoons suddenly showing up and taking it, or making an offer hard to refuse. Gives lots of in and out of Mech stuff.
Good Luck.
AWAD- I did one where the PCs started the campaign on top of a Star League cache, and never figured it out until Comstar showed up and smacked them off |
That reminded me of something.
I once created something known as the Light Ultra AC/5.
It was 7 tons, two tons less than a normal UAC/5. It also took up one fewer critical slot.
The glitch is that in order to make it light-weight, the designers specified a light-weight ammo feed which turned out to be fragile. To put it simply, the device jams on a roll of "3" and misfires on a roll of "2." If it misfires, the weapon is destroyed and the vehicle takes five points of damage against the internals. _________________ "I wish I could write as mysterious as a cat." -Edgar Allen Poe"I knew there was something special about you, but I never realized you were really a cat." Wolfwood to a random cat (Trigun)
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Kraken Federated Suns Marshal
Joined: 04-Feb-2002 00:00 Posts: 2755 Location: United States
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Posted: 31-Mar-2007 10:08 Post subject: |
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Some actual pieces I was looking at:
ER Flamer
Disappointed with the limited range of the weapon, designers chose to try and come up with ways to extend it. The ER Flamer was the result. While it did extend the range through the use of a re-designed series of nozzles, an entirely new problem surfaced: it loses damage capacity as the stream goes along.
Damage: 3 at short, 2 at medium, 1 at long.
Range: 2 / 4 / 6
Cost: 1.25 * normal flamer
Tech Level: 2
Sensor Node
The sensor node was intended as a low-tech version of the Beagle Probe. It adds the same in-game bonuses, but the sensor is only capable of sweeping a single 90 degree area instead of the full 360 offered by the Beagle. Attempts to mount multiple nodes on a single unit have proved to be a failure. Not only is it inefficient (in regards to both weight and crits), but it was determined that if more than three were in active use on a single unit then one of the four would quickly burn out, possibly damaging the sensors along with them.
Tonnage: 0.5
Crits: 1
Roll: If four nodes are mounted on the same unit and active at the same time, treat them as if they were a MASC unit to determine if failure occurs. If a failure does occur, roll 1D6; 2-5 means a node burned out, while 1-6 means one of the unit's own sensors has burned out.
Tech: 1
Select-Fire SRM
The idea behind this one was simple: ammo conservation. Each SRM (all three SRM types were tested) would be fitted with a switcher mechanism that would allow the pilot to choose between firing the full shot (2, 4, or 6, respectively) or merely one missile at a time. Unfortunately, the mechanism had an alarming incidence of not responding to switching commands; in rare instances, the switching mechanism would malfunction and lock the launcher in its present configuration.
Tonnage: Add 0.5 tons to an SRM launcher designated as Select-Fire.
Heat: Individual missiles generate no heat by themselves. However, if all missiles are fired individually during the same round or the launcher is fired normally, then normal heat applies.
Roll: Each time the pilot wants to switch over, they need to make a savings throw based on either their piloting or their gunnery / missile skill, with a 1-point penalty for each time they've switched over during the same battle. Failure means that the switching mechanism doesn't respond, and a roll of "2" means that the mechanism breaks down and no longer allows switching; the mechanism must then be reset. _________________ "I wish I could write as mysterious as a cat." -Edgar Allen Poe"I knew there was something special about you, but I never realized you were really a cat." Wolfwood to a random cat (Trigun)
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CO_17thRecon Kell Hounds Major
Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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Posted: 31-Mar-2007 16:14 Post subject: |
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I really dig that ER Flamer. Another piece of pseudo-level 2 stuff I think I might introduce to the characters. _________________ Jarylan Blackwell
"What the...?! Where did you get THAT?!"
"Creative aquisition."
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Rudel Gurken Allisters Light Thunder Major
Joined: 15-Jun-2005 00:00 Posts: 1470 Location: Germany
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Posted: 31-Mar-2007 16:47 Post subject: |
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One-shot cannons anybody?? _________________ Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
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DarkAdder Clan Star Adder Star Commander
Joined: 10-Jan-2004 00:00 Posts: 604
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Posted: 17-Apr-2007 05:57 Post subject: |
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Check out the Tech section in the back of the MechWarrior module "Unbound" if you have it. Some of the toys there would be great 'failures' to find in a Star League depot. Theyre either ammo-dependent or theyre too use-specific to be of any real value. Hey, having an Arrow IV round that diffuses laser weapons and thus causes them to deal less damage is pretty cool. But who has an Arrow IV launcher sitting around in the Inner Sphere circa 3025? _________________ Meddle not in the affairs of Dragons, for you are crunchy and taste good with ketchup.
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 17-Apr-2007 06:05 Post subject: |
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DarkAdder wrote: | Check out the Tech section in the back of the MechWarrior module "Unbound" if you have it. Some of the toys there would be great 'failures' to find in a Star League depot. Theyre either ammo-dependent or theyre too use-specific to be of any real value. Hey, having an Arrow IV round that diffuses laser weapons and thus causes them to deal less damage is pretty cool. But who has an Arrow IV launcher sitting around in the Inner Sphere circa 3025? |
True, but then again most of the Unbound weapons are things that can be used well enough, well some not all. Like the Thunderbolt OS deal that is a decent enough surprise to have.
As for the rest, yes in 3025 all of the Unbound tech would be pretty worthless, BUT it could led to new weapons based OFF the ideas these weapons present.
The idea for something similar to Arrow IV could come about based off the need to actually use the new warheads etc...so some weapons while not worth while by themselves can led to others getting made. _________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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Rogue Penetrator Federated Suns Sergeant
Joined: 12-May-2005 00:00 Posts: 84
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Posted: 17-Apr-2007 20:11 Post subject: |
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Rudel Gurken wrote: | Karagin wrote: |
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Well...we have Plasma rifles...
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We have them now in 3067 but whats with the 2635 prototype!!!
Looks like a Plasma Rifle, smells like a Plasma Rifle but there has to be a reason that it was not introduced until around 3067!
EDIT:
By the way: Whats with selfguiding missiles (10 damage?) that do their job... until a single missile decides that there is a more worthwhile target in the opposite direction!!!
(4- with 2D6) |
When did Battletech introduce Plasma Rifles? _________________ "All it takes for evil to prevail is for good to do nothing."
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 17-Apr-2007 20:18 Post subject: |
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Rogue Penetrator wrote: | Rudel Gurken wrote: | Karagin wrote: |
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Well...we have Plasma rifles...
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We have them now in 3067 but whats with the 2635 prototype!!!
Looks like a Plasma Rifle, smells like a Plasma Rifle but there has to be a reason that it was not introduced until around 3067!
EDIT:
By the way: Whats with selfguiding missiles (10 damage?) that do their job... until a single missile decides that there is a more worthwhile target in the opposite direction!!!
(4- with 2D6) |
When did Battletech introduce Plasma Rifles? |
As of the current rule set called Total War and the Tech Manual, 2 of the rule core books for the game. The Plasma Rifle is an Inner Sphere weapon.
Back in the day, ie about 15 years ago or so...(NOTE I SAID OR SO)...Mechforce UK had a Plasma Rifle but it was Clan Tech...so the idea has been around for while. _________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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