Another new piece of tech from this AU - this one in particular developed by Vition2 and based on the Barracuda MCMLS
Advanced Barracuda MCMLS (Frenzy MCMLS)
The Advanced Barracuda MCMLS or "Frenzy" MCMLS is a weapon developed by Clans Coyote and Sea Fox based off of the off the original Barracuda MCMLS developed by the SLDF. It was developed as a way of countering some of the issues originally encountered with the Barracuda MCMLS. The Frenzy MCMLS is designed to overwhelm a target's Anti-Missile Defence System or obliterate an aerospace fighter squadron.
Since it's original develpment both Clans Coyote and Sea Fox have deployed the weapons system while the Inner Sphere powers have also gained access to it. Both the Clans and Inner Sphere weapons are almost completely identical to each other.
Advanced Barracuda MCMLS (“Frenzy†MCMLS)
Step 1: Firing Weapon - Roll 2d6
- On a result of 2 the system fires in random directions and jams, requiring 3 successful attempts to unjam. Roll a 2d6 each round each round the system is jammed, a result of 2 indicates a minor explosion doing no damage but rendering the weapon inoperable, a result of 3 results in no progress towards unjamming, while results of 4 or more makes progress towards unjamming.
- On a result of 3 the system fires properly and jams, requiring 1 successful attempt to unjam. Roll a 2d6 each round the system is jammed, a result of 2 indicates a minor explosion doing no damage but rendering the weapon inoperable, a result of 3 indicates no progress towards unjamming, while results of 4 or greater unjams the weapon.
Step 2: Firing the Weapon
Roll 2d6 as if you were rolling for a standard sized missile weapon of the appropriate size (a small version rolls as if it were an LRM-5, a large as if it were an LRM-10) adding +2 to the check. This is the number of missiles which accurately pursue their target.
Step 3: Damage
The missile system automatically targets the facing a direct fire weapon would strike, but for each missile roll 1d6, on a 1 the damage is done to the armor facing immediately clockwise on the attack diagram, on a 6 the damage is done to the armor facing immediately counter-clockwise on the attack diagram. Results of 2-5 strike the normal facing.
Point defense and AMS
Target the incoming missiles as if they were a single entity but their potency is increased by 1.5x. Excess damage over destroying one missile but not another results in a decrease in the potential for the missile to score a critical by 1.
Construction Rules
Frenzy MCMLS
Damage 2 per missile, with 10 missiles used per attack
Range Extreme
Heat 250
Weapon Slots 6
Tonnage 1200 tons
Missile Tonnage 33
Minimum Magazine Size 100
Additional Costs requires 2 gunners and 10 additional crewmen
only 1 may be mounted per firing arc