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Author Topic: New tech - Advanced Barracuda MCMLS (Frenzy MCMLS)  (Read 4603 times)

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Dragon Cat

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New tech - Advanced Barracuda MCMLS (Frenzy MCMLS)
« on: August 18, 2017, 02:32:54 AM »

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
« Last Edit: August 18, 2017, 02:35:00 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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