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Author Topic: New Tech: WarShip Anti-Missile System (WAMS)  (Read 2202 times)

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Dragon Cat

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New Tech: WarShip Anti-Missile System (WAMS)
« on: December 18, 2014, 03:00:52 AM »

WarShip Anti-Missile System
Introduced:   3094 – Star League Defence Force
Deployed:           3101 – Star League Defence Force
Designer:           Dr Edwards Kratz and Dr Yin Takami
Restriction:   WarShips, JumpShips, Space Stations – Built into unit
Damage:      0/10 Missiles
Heat:      42
Range:      Short
Tonnage:            3,700
Fire Control:   Not Applicable
Additional:         No offensive mode, requires 10 gunners and 2 officers to operate.
                      Takes up 1 capital slot in each arc for fire control purposes
                      First Control/Vessel Control hit to vessel knocks out system.
Ammunition:   25 tons per salvo

   Developed by the reborn SLDF for use on their major space assets the system is built around ten LB 5-X Autocannons and ten LB 2-X Autocannons and two Screen Launcher systems mounted in two groups one on the dorsal surface of the vessel the other on the ventral surface.  Designed as a purely defensive weapon the system has no potential of doing damage to enemy units instead it concentrates on destroying missiles targeted on that vessel and its allies.

   What makes this system unique over all others deployed in space in that it is built into the very structure of the vessel it is mated to and cannot be refitted onto existing designs.  Instead this system is in effect an extension of the ship's very command and control facilities which removes it from the traditional firing arcs of “black navy” vessels and stations and places this system as if it were another system like an Electronic Counter Measures suite.  Which allows the WAMS to attack up to 10 missile salvos targeted on the vessel/station or any that are traveling through the short range bracket from the craft/station allowing this system to defend vessels close to the craft mounting the WAMS.

       The system requires 10 gunners and 2 officers to be dedicated to its smooth operation at all times and should the vessel's control systems be damaged this system's capabilities are completely lost as it is so integrated into the vessel/station. The crew for this system have to be allocated quarters like all other members of the crew.

EDIT - takes up a single capital slot in each weapon arc for Fire control
« Last Edit: November 28, 2015, 06:43:02 PM by Dragon Cat »
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drakensis

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Re: New Tech: WarShip Anti-Missile System (WAMS)
« Reply #1 on: December 19, 2014, 03:15:34 AM »

I'm not sure that's the best way to handle it as a rules point of view. Maybe a roll to hit each incoming missile and expend heat and ammo for every shot.

I built up extensive AMS systems on warships for Katar's Periphery Lords game, but there I played off using huge bays of AMS to generate substantial TN penalties for incoming missiles rather than destruction as such of missiles.
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Dragon Cat

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Re: New Tech: WarShip Anti-Missile System (WAMS)
« Reply #2 on: December 19, 2014, 04:18:25 AM »

I'm not sure that's the best way to handle it as a rules point of view. Maybe a roll to hit each incoming missile and expend heat and ammo for every shot.

I built up extensive AMS systems on warships for Katar's Periphery Lords game, but there I played off using huge bays of AMS to generate substantial TN penalties for incoming missiles rather than destruction as such of missiles.

The idea would be that the WAMS can target 10 missile flight/capital missiles adding penalties to their to hits - substantial enough to make this system a viable competitor to mass arrays of AMS cannons in each bay which pushes up the Fire Control on bigger ships using substantial mass.

The fluff probably isn't clear enough the WAMS wouldn't be able to outright take out these flights more likely a to hit roll against them and portions or entire missiles destroyed depending on the results.

My inspiration was Blacknova's KU AMS system he installed on the Hegemony's SLDF era designs.  But I decided to go further making it part of the ship an actual system like the LF Battery or ship controls.

I like the idea of a roll to hit for each flight and ammo/heat expenditure.  Since this thing is manned it would hardly be automated
« Last Edit: December 19, 2014, 04:21:06 AM by Dragon Cat »
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.
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