OBT Forum
General BattleTech => Dragon Cat Collection => Alternate Universe => TechLab => Topic started by: Dragon Cat on August 12, 2013, 03:17:39 PM
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Another new piece of tech, this one belonging to the Clans...
Repeating Naval Gauss Rifle
Conceived by Clan Hell's Horses as a Naval version of the Hyper Assault Gauss (HAG) Rifles the original concept of the weapon was based around the Heavy Naval Gauss Rifle. Deployed originally on the prototype vessel of the Halcyon-class this weapon turned out to be a dismal failure capable of firing just once before it rendered the weapon system completely inoperable.
After nearly six months of tinkering with the weapon design and the structural limits around the vessel the Hell's Horses tested a second version of the weapon this time based around the much smaller Light Naval Gauss Rifle. After several more tests the newest Naval-class weapon system was born.
Capable of firing three Naval Gauss slugs in a single salvo the weapons system outstrips even th dreaded Heavy Naval Gauss Rifle but at an extreme cost. The weapon weighs as much as a standard Heavy Gauss Rifle and costs twice as much as a standard Light Naval Gauss Rifle it is also restricted to vessels over 500,000 tons.
So far few have taken an interest in the weapon. The Hell's Horses on the other hand are aiming to develop larger more capable weapons systems along the same lines. Rumour is the Hell's Horses have already developed a planetary defence weapon system capable of firing three Heavy Naval Gauss rounds as the original ship based concept was intended.
Repeating Naval Gauss Rifle
Capital Ballistic Weapon
Rate of fire 3/15 total 45 Capital Damage
Roll on Missile Hits table: 3
Extreme Range
5 Shots per ton
27 Heat
7,000 tons per weapon
Restricted to vessels over 500,000 tons
40million C-Bills unloaded
Introduction Date: 3088
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Gatling Gauss??
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Why Not anything is possible.
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any chance of developing sub munitions for NAC's like proximity/flac burst for a new and improved form of Anti Fighter and Dropship capabilty with having to make LB NAC's ?, I think sub munition's would be a great add on for NAC's and provide more play for them instead of the normal broadside action ;)
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Another new piece of tech, this one belonging to the Clans...
Repeating Naval Gauss Rifle
Conceived by Clan Hell's Horses as a Naval version of the Hyper Assault Gauss (HAG) Rifles the original concept of the weapon was based around the Heavy Naval Gauss Rifle. Deployed originally on the prototype vessel of the Halcyon-class this weapon turned out to be a dismal failure capable of firing just once before it rendered the weapon system completely inoperable.
After nearly six months of tinkering with the weapon design and the structural limits around the vessel the Hell's Horses tested a second version of the weapon this time based around the much smaller Light Naval Gauss Rifle. After several more tests the newest Naval-class weapon system was born.
Capable of firing three Naval Gauss slugs in a single salvo the weapons system outstrips even th dreaded Heavy Naval Gauss Rifle but at an extreme cost. The weapon weighs as much as a standard Heavy Gauss Rifle and costs twice as much as a standard Light Naval Gauss Rifle it is also restricted to vessels over 500,000 tons.
So far few have taken an interest in the weapon. The Hell's Horses on the other hand are aiming to develop larger more capable weapons systems along the same lines. Rumour is the Hell's Horses have already developed a planetary defence weapon system capable of firing three Heavy Naval Gauss rounds as the original ship based concept was intended.
Repeating Naval Gauss Rifle
Capital Ballistic Weapon
Rate of fire 3/15 total 45 Capital Damage
Extreme Range
5 Shots per ton
7,000 tons per weapon
Restricted to vessels over 500,000 tons
40million C-Bills unloaded
Introduction Date: 3088
HAH!
...I came up with this a long time ago, but limited it to a double-tap, like an Ultra AC. I'm on the iPad, so I'll have to post the fluff and stats later.
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any chance of developing sub munitions for NAC's like proximity/flac burst for a new and improved form of Anti Fighter and Dropship capabilty with having to make LB NAC's ?, I think sub munition's would be a great add on for NAC's and provide more play for them instead of the normal broadside action ;)
There's quite a bit of newtech planned for various technologies
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...Here you go. I also modified a Falcon AP gauss weapon to a HAG-equivilant, but the thing needs work, or there wouldn't be any reason to use SRMs. I kept it to a double-tap simply because I had a hard time justifying anything bigger.
Naval Gauss Repeaters
Assimilating the intelligence concerning dezClan Hell’s Horses new Hyper-Assault Gauss weapon, Technicians immediately saw the potential benefit to the fleet. Without a new weapon system for almost a hundred years, the Navy relied almost exclusively on the weapons technology of the Terran Hegemony.
Despite the availability of mass and space for an improved Gauss weapon, naval officers cautioned against firing increased numbers of poorly-aimed projectiles. Acknowledging their concerns, Technicians chose to limit capacitor increases to powering a second shot, similar to the Ultra-series of Autocannons.
Game Rules
Naval Repeaters do not jam, and have the option to fire a single round or double rate. Firing a second round generates twice the heat of a single round, and uses a second round of ammunition. Naval Repeaters roll on the ‘2’ column of the Cluster Hits Table to determine the number of rounds the target.
Heat Capital Range Ammo Wt Space Tech
Weapon Std(Aero) Dam (Aero) Min/Sht/Med/Lng (Aero) (ton) (tons) JS WS SS MS Rating
Light N-G (R) 9/Shot 15 N/A (Extreme) 5 5,600 1-C 1-C 1-C 1 E
Medium N-G (R) 15/Shot 25 N/A (Extreme) 5/2 6,600 1-C 1-C 1-C 1 E
Heavy N-G (R) 18/Shot 30 N/A (Extreme) 2 8,100 1-C 1-C 1-C 1 E
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I was tempted to go down a similar route but I wanted to keep regular naval gauss with a chance of staying competitive
My Repeater always fires three so has triple ammo and heat consumption they also always hit. Reasoning I didn't want another roll on a hit chart
That being said maybe mine should have a cluster hit to make it more balanced with the Hvy Naval Gauss
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I was tempted to go down a similar route but I wanted to keep regular naval gauss with a chance of staying competitive
My Repeater always fires three so has triple ammo and heat consumption they also always hit. Reasoning I didn't want another roll on a hit chart
That being said maybe mine should have a cluster hit to make it more balanced with the Hvy Naval Gauss
I've always tried to make things realistic ::) and fit my homebrew tech into existing rules. I've only got a couple of Naval weapons, but I think my favorite is the TOW Thunderbolt missile launcher.
Frankly, I was waiting for the WoB to introduce things like this - the stagnation of Naval technology doesn't strike me as realistic, even if C* was killing scientists wholesale.
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Sub-capitals, naval C3 and Screen Launchers were about it in canon which isn't too bad considering WS were not back for long
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I've modified hit rules with a roll on the "Missile Hits table 3" for this weapon
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Cool.