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Author Topic: New Tech - Barracuda MCMLS  (Read 4141 times)

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Dragon Cat

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New Tech - Barracuda MCMLS
« on: April 11, 2011, 03:01:55 PM »


An idea I've been playing about with since getting Jihad Hot Spots- Terra and StracOps.  New AMS rules and recent designs make it a lot harder to hit a ship with Capital Missiles and the evolution of Sub-Capital Missiles has made things ever more dire especially for the smallest of the Capitals - the Barracuda.  This system is intended to bring new life to the Barracuda and give WarShips a nasty surprise for prepared targets.

Barracuda MCMLS -   With the introduction of Sub-Capital missiles the Barracuda Capital Missile has been almost completely forgotten by ship designers.  The Barracuda MCMLS aims to reverse these developments.  A paired down version of the Word of Blake’s “Dragon’s Breath” unlike the Dragons Breath this weapon is far less complex and so less likely to fail - although it still involves risks.

The system fires six Barracuda missiles in a single salvo intended to overwhelm a target’s Anti-Missile systems.  Variations using more and/or larger missiles were tried with even bigger launchers but the restricted mobility of these larger missiles caused them to more often than not hit each other.

The Barracuda MCMLS is capable of being mounted in a WarShip or Space Station however it still requires quite a bit of space and must be mounted in a Broadside Arc only.  For weapon spacing and fire control aspects the Barracuda MCMLS takes up four weapon slots.  A WarShip is restricted to a single Barracuda MCMLS per side, Space Stations are restricted to one weapon per facing side.

When fired the Barracuda MCMLS fires six Barracuda Missiles, these can only be standard Barracuda Capital Missiles not drones, nuclear or Phantom Missiles.  This system is fired as per standard Capital Missile firing rules with the following exceptions.

Step 1: Firing Weapon - roll 2D6
- on a result of 2 the system explodes and is rendered completely ineffectual.  None of the missiles explode and there is no resulting critical hits however the weapon is destroyed completely.
- on a result of 3-4 the system misfires and all six missiles fire in random directions.  If firing ship is in close formation with other vessels roll a further 2D6 on a result of 2 missiles hit any target within the broadside arc of firing vessel.  If there is multiple vessels in formation missiles hit closest target.
- on a result of 5 system fires as per normal

Step 2: To hit rolls - each missile rolls for location struck randomly roll D6 for three locations facing ie.  Striking front of enemy vessel 1-2 Fore Left arc/3-4 Fore arc/5-6 Fore-Right arc.

Point Defence and AMS engage missiles as per standard.

Construction Rules -
Barracuda MCMLS
Damage        6/2-C
Range           Extreme
Heat             70
Weapon Slots 4
Tonnage        250tons
Missile tonnage 30/per missile
Minimum Magazine Size 60 missiles

Comments, Suggestions, ideas to improve welcome
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