The fixed version of my Alamo artillery missile system. Added lots of damage and made it splash over a wider area (if a single 0.2 ton Arrow IV missile already does a lot of damage, I don't see any reason why a 2 ton missile should not have the same damage potential, especially with it's shorter range). Thank you
prdarkfox for the comments, you helped me a lot with your advice on the rules. ^^
The alamo missile can be considered a WMD weapon. It carries a large warhead loaded with heavy bomblets, each one with the yield of a high-explosive AC/10 round. Beware Clanners: better have a look at the sky if you see a few black dots on the ground - it may be the shadows of a bomblet cluster heading your way.
Game Rules:
Weight: 5 tons
Critical slots required: 3
Range: 20/30/40, minimum range 10
Ammunition capacity: One-Shot weapon
The Alamo launcher may only be mounted on the left or right torso of a BattleMech (which may not have mounted jump jets in that location), or the front or rear side of a conventional vehicle. A unit that wants to fire the Alamo may not have spent any MP during the movement phase.
Alamo missiles are fired at a target hex instead of a specific unit. If the attack misses, the missile scatters according to the artillery rules.
The Alamo missile does 20 damage to all units in the impact hex and 10 damage to all unit in the adjacent hexes.
prdarkfox for the comments, you helped me a lot with your advice on the rules. ^^The alamo missile can be considered a WMD weapon. It carries a large warhead loaded with heavy bomblets, each one with the yield of a high-explosive AC/10 round. Beware Clanners: better have a look at the sky if you see a few black dots on the ground - it may be the shadows of a bomblet cluster heading your way.
Game Rules:
Weight: 5 tons
Critical slots required: 3
Range: 20/30/40, minimum range 10
Ammunition capacity: One-Shot weapon
The Alamo launcher may only be mounted on the left or right torso of a BattleMech (which may not have mounted jump jets in that location), or the front or rear side of a conventional vehicle. A unit that wants to fire the Alamo may not have spent any MP during the movement phase.
Alamo missiles are fired at a target hex instead of a specific unit. If the attack misses, the missile scatters according to the artillery rules.
The Alamo missile does 20 damage to all units in the impact hex and 10 damage to all unit in the adjacent hexes.
Category Artwork (Traditional) / Abstract
Species Unspecified / Any
Size 1264 x 1000px
File Size 76.8 kB
Thank you. ^^
I still wonder: could it be justified to raise the damage to something like 25/15? Seriously, a 200 kg missile already does 20/10 damage on a target more than twice as far away, and this monstrocity is ten times bigger (at least it should be if you compare it to the present launcher/missile ratio). It might get into the area where it starts to hurt, so this is just an idea.
What would you say?
I still wonder: could it be justified to raise the damage to something like 25/15? Seriously, a 200 kg missile already does 20/10 damage on a target more than twice as far away, and this monstrocity is ten times bigger (at least it should be if you compare it to the present launcher/missile ratio). It might get into the area where it starts to hurt, so this is just an idea.
What would you say?
I think it's fine as-is. Its ability to be portable on something much lighter, such as a reconfigured Venom, makes it worth its return.
Another weapon that I am reminded of that is of the lightweight, one-shot deathbringing variety would be the M-Pod in Level 3 rules. A one-ton, 3 range LB-X AC/20 attack.
Another weapon that I am reminded of that is of the lightweight, one-shot deathbringing variety would be the M-Pod in Level 3 rules. A one-ton, 3 range LB-X AC/20 attack.
http://www.furaffinity.net/view/2224426/
I already changed a few things: the carpet bomber now does 1 damage to both the unitd in the target hex AND the adjacent hexes, the weight of the PSI module now depends on the total tonnage, and I tweaked the Chimeras a bit to balance out their BV (it's still kinda screwed because I still did not finish the theory about their overall combat performance).
I already changed a few things: the carpet bomber now does 1 damage to both the unitd in the target hex AND the adjacent hexes, the weight of the PSI module now depends on the total tonnage, and I tweaked the Chimeras a bit to balance out their BV (it's still kinda screwed because I still did not finish the theory about their overall combat performance).
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