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Rapid Loading Artillery
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Vagabond
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PostPosted: 02-Apr-2013 09:49    Post subject: Rapid Loading Artillery Reply to topic Reply with quote

This idea is based upon this vehicle: en.wikipedia.org/wiki/Panzerhaubitze_2000

In the years following the Clan Invasion, the FedCom Civil War, and the Jihad, the Lyran high command was looking for ways to improve the effectiveness of its forces with less material on the ground. Weapon and armor technology saw increasingly more advanced developments, but all of these systems were limited by the need for direct or short range indirect contact. In a flash of ingenuity, a designer within the Lyran armory corps took a new approach to this problem.

If the effectiveness of ground mobile artillery couple be improved, then Lyran forces could engage enemy forces at range with lethal firepower while also reducing the risk towards its own forces. Using a quick loading, fully automated loading system similar but more robust than those used in autocannons and rotary autocannons an artillery cannon could be used to deliver two to three times the firepower of their conventional brethren. This autoloader allows the system to fire three rounds every 10 seconds or eighteen rounds a minute; in addition, the advanced built in fire computer not only increases round accuracy but also provides the cannon with Multiple Rounds Simultaneous Impact (MRSI) capability with three round simultaneous strikes. Furthermore, given the cannon's inherent differences when compared to autocannons it retains its ability to deliver every type of munition used by its conventional brother as well as mix munition types during rapid fire bursts. Despite all of these improvements, the autoloader still suffers from the same jamming issues as its smaller cousins but again do to inherent differences can be cleared by ejecting the shells and resetting the loader much like an rotary cannon. In order to counter the weight of the loading system and fire control, the barrel length and maximum range of the cannon have been shortened; however, high command is also testing a long barrel variant that retains its combat ranges.

Lyran high command has order the armory corp to begin prototype construction and field testing.

Rapid Loading Thumper (Short)
Heat 6/round
Damage 15A/round
Range 18 boards
Ammo 20
Tonnage 18.0
Crits 17
BV 743 + 124 AMMO
Cost 375,000

Rapid Loading Thumper (Long)
Heat 6/round
Damage 15A/round
Range 21 boards
Ammo 20
Tonnage 21.0
Crits 18
BV 995 + 124 AMMO
Cost 421,875

Rapid Loading Sniper (Short)
Heat 10/round
Damage 20A/round
Range 15 boards
Ammo 10
Tonnage 24.0
Crits 22
BV 990 + 166 AMMO
Cost 600,000

Rapid Loading Sniper (Long)
Heat 10/round
Damage 20A/round
Range 18 boards
Ammo 10
Tonnage 27.0
Crits 23
BV 1326 + 166 AMMO
Cost 675,000

Rapid Loading Longtom (Short)
Heat 20/round
Damage 25A/round
Range 25 boards
Ammo 5
Tonnage 36.0
Crits 32
BV 1238 + 166 AMMO
Cost 900,000

Rapid Loading Longtom (Long)
Heat 20/round
Damage 25A/round
Range 30 boards
Ammo 5
Tonnage 39.0
Crits 33
BV 1658 + 207 AMMO
Cost 1,012,500

Rules:
RLA Cannons check for jamming as per the rules for Rotary ACs.
An RLA can remove a ammo jam as per the rules for RACs but must also loose all the ammo that would have been fired that round.
A unit firing a RLA must follow the same rules for bracing as per Heavy Gauss Rifles but may not expend any MP except to change its facing any turn in which it fires the RLA.
The RLA may fire different types of munitions with each shot but all shots must target the same hex.
A RLA firing in rapid mode follows the following fire procedure: 1) designate target hex, 2) designate what type of round is being fired first, second, and third (depending on fire rate), 3) roll for to-hit as per rules (add advanced fire control bonus), 4) on a hit, roll on the appropriate cluster column, 5) on a failed to-hit or a cluster result with less than full results, roll for scatter. On a failed to-hit, begin with the first round for scatter and proceed to the second then third round; on a cluster check of less than full results, if 2 round burst- check for scatter on the second round. If a 3 round burst, if only a result of 1- check for scatter on the second round then the third, if a result of 2- check for scatter on the third round.
The RLA uses a modified Target Computer that is dedicated to the RLAs use only and provides the a -1 to-hit, a +1 on cluster table checks, and a -1 to scatter distance rolls to a minimum of 1; it may not be used to target a location on an enemy unit.

I believe that is everything.
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nicewitch
Draconis Combine
Shujin
Shujin


Joined: 29-Oct-2012 15:24
Posts: 125
Location: United States
PostPosted: 06-Apr-2013 20:19    Post subject: Rapid Loading Artillery Reply to topic Reply with quote

Vagabond, you might want to have this autoloader load 4 rounds every 10 seconds since an AToW turn is 5 seconds long.
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Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5619
Location: United States
PostPosted: 06-Apr-2013 22:09    Post subject: Rapid Loading Artillery Reply to topic Reply with quote

That would make it simple for AToW, but would make it even more powerful. Besides the system it is based upon can fire roughly 3 rounds every 10 sec. So i chose 3 for historical reference and to keep it from being to op. You could easily just say in AToW time scale, its a 2/1 fire weapon: 2 rounds turn one, 1 the second.
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