Monday, July 25, 2022

New Missiles

I've run out of gas on creating missile systems. I've just looked too far into the abyss. They're all the same. So I'm just going to remake the ones I posted a few weeks ago.

Null-Signal Missiles -  How many ways can you say "dead-fire" or "unguided"? Lots, I suppose. Shit-ass rockets are a type. These feel more like reloadable rocket launchers than last week's iRLs.

Type   Tubes Dmg/ Cl MinR    SR   MR    LR THMod ClMod Tons Crits Ht Shot/               Msl                                                      Ton

NSM     12    2    2    -    3     5     8   +1   -2    0.5    5    8    15
NSM     17    2
   2    -    3     5     8   +1   -2    1.0    5   10    18
NSM     22    2    2    -    3     5     8   +1   -2    1.0   12   14     8

Proximate Range Missiles - Is a one-ton system that deals 12 damage out to 6 hexes too strong? Probably. We also see the gears grind a bit as we get lots of tubes and small cluster malus. It's hard to account for stuff like that since the cluster mod uses an average value and doesn't really calculate the swing between many small missiles and a few larger ones.

Heavy Medium Lasers deal 10 damage per ton. The NSM 30 isn't quite that good. It actually generates more heat and requires more tonnage on account of ammunition. I feel it's too much though.

Type   Tubes Dmg/ Cl MinR    SR   MR    LR THMod ClMod Tons Crits Ht Shot/               Msl                                                      Ton

PRM     12    1    6    -    2     4     6   -1   -1    1.0    2    4    44
PRM     18   
1    6    -    2     4     6   -1   -1    2.0    4    6    29
PRM     24    1    6    -    2     4     6   -1   -1    2.5    5    8   22
PRM     30    1    6    -    2     4     6   -1   -1    3.5    6    9  17

Boosted SRM - That to-hit penalty is probably too steep. It's another way to absolutely slam crits into an enemy. It's a lot tubes per ton, that's for sure.

Type   Tubes Dmg/ Cl MinR    SR   MR    LR THMod ClMod Tons Crits Ht Shot/               Msl                                                      Ton

BSRM     3    1    1    -    1     4     9   +2   +2    0.5    1    1    85
BSRM     6    1    1    -    1     4     9   +2   +2    1.0    1    2    42
BSRM     9    1    1    -    1     4     9   +2   +2    1.5    2    3    28
BSRM    12    1    1    -    1     4     9   +2   +2    2.0    2    4    21

Light LRM - LRMs can't do less damage per missile, but they can have more spread. I've also made it a Clan system and halved the weight. I'm sure making a system into a clan system is more involved than that, but this is just spitballs.

Type   Tubes Dmg/ Cl MinR    SR   MR    LR THMod ClMod Tons Crits Ht Shot/               Msl                                                      Ton

LLRM     5    1    1    -    5    10    15    0   +1    1.0    1    2    11
LLRM    10    1    1    -    5    10    15    0   +1    2.0    2    4     5
LLRM    15    1    1    -    5    10    15    0   +1    3.5    3    5     3
LLRM    20    1    1    -    5    10    15    0   +1    4.5    5    7     2

Nightquest - Not every system is good. The ones I post tend to be normal to too-good, so here's an objectively bad system: the nightquest. Sure, 5 damage per missile bypasses a lot of the cluster roll shenanigans, but is doing 10 damage at 37 hexes worth 42 tons? Of course not. Fuck this thing.

Type   Tubes Dmg/ Cl MinR    SR   MR    LR THMod ClMod Tons Crits Ht Shot/               Msl                                                      Ton

NQt      1    5    5    8   10    20    37   -1    0   37.0    1    3     5
NQt      2    5    5    8   10    20    37   -1    0   42.0    2    4     2
NQt      3    5    5    8   10    20    37   -1    0   63.0    3    5     1
NQt      4    5    5    8   10    20    37   -1    0   84.5    5    7     1

4 comments:

SkilTao said...

If you're burned out on weapons, but not regression analyses, could useful to do some for track elements across the various Chaos Campaign trackbooks.

VanVelding said...

I don't know how many Chaos Campaign books I have. What's the analysis there? Rewards?

Anonymous said...

How victory conditions are valued for relative force sizes, setups, and (as)symmetrical objectives, might be what I was thinking. Too long ago now.

Have both these comments been up since the 27th or whenever? I don't think they were visible to me until recently.

-skiltao

VanVelding said...

This last one just got approved, but both comments have been up for a while. Haven't exactly been busy on here lately.

I might look at that. I went through my notes and found three half-formed campaign systems. Read Stratops and Intops and no thanks. Chaos Campaign might work better.

I'm probably going to take all of this and turn it into a BattleMech Engineer's Handbook in the near future. Make granular rules for 'mech construction from weight classes, gyros, jump jets, etc.