Some types of ammunition

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eLMsm
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Some types of ammunition

Post by eLMsm »

I designed these salvage/capture ammos for those who want to increase their forces. The following indicates what weapons in parentheses can be used with the following ammo (all word closest to an ammo's name indicates all of the below weapons): AC = autocannon, B = ballistic, GR = Gauss Rifle, M = missile, A = artillery, CAC = capital autocannon, CGR = Capital Gauss Rifle, CB = capital ballistic, CM = capital missile, SCAC = subcapital AC

Armor piercing rage mist (all) - causes character(s) that inhale this ammo to get enraged and attack the closest unit and/or structure in the most violent way possible in the next consecutive 1D6 turns according to rules. If two or more unit(s) and/or structure(s) are closest, then randomly determine which is attacked. Causes unarmored personnel to take 1/2 damage.

Metal embrittlement (all) - this ammo destroys armor in the same manner as standard ammo, but apply a -4 modifier to any Determining Critical Hits Table roll. When used against personnel that have 0 armor points, this ammo functions just like acid ammo (see TO).

Colorful boxes of colorful leaflets of many freedoms when landed (use TO rules for deploying bombs) roll 2D6 against a minimum desired number of if he/she is a:
NA Clan Trueborn Truebirth Warrior
7 Clan Human Warrior
7 Clan Trueborn Truebirth Scientist
6 Clan Truebirth Merchant
7 Clan Human Merchant
6 Clan Trueborn Truebirth Technician
5 Clan Human Technician
4 Clan Trueborn Truebirth Laborer
3 Clan Human Laborer

and add to minimum desired roll number the total number of year(s) he/she has been in that affiliation plus luck points of person(s) that want him/her to defect and add to that minimum desired roll number the number of person(s) bearing weapons he/she has LOS to that don't want him/her to defect and subtract from that minimum desired roll number the total number of armed person(s) bearing weapons that want him/her to defect. If roll is successful, then Clanner defects to affiliation that deployed leaflet Clanner read, otherwise he/she stays with Clan he/she is a member of; and if multiple leaflets from differing affiliations were read by him/her, then randomly determine the affiliation he/she joins.

Alternative capital/subcapital Missiles follow the rules for normal capital/subcapital missiles with the following exceptions: each alternative capital/subcapital missile may be vectored indirectly, each bay that launches these missiles may use bracketing fire, and the alternative capital/subcapital missile weapon to-hit modifier isn't just a Barracuda -2 precision weapon to-hit modifier, but is calculated by adding the following:
+10 to -10 choice of any whole number ranging from those 11 whole numbers (apply same modifier on Cluster Hits Table for each standard point of damage missile is designed to do)
-2 flak
-2 for course correcting precision guidance
-5 for proximity fused (if used, then apply a -5 modifier to roll on Cluster Hits Table)
-2 braced launcher (tonnage for bracing feature included in missile launcher's tonnage)
-1 for targeting computer (no locations can be targeted unless choice of any whole number was +10); tonnage of targeting computer included in missile launcher's tonnage
-4 for bracketing fire
-1 accurate weapon
-2 weapon specialist
-5*(each turn of successful careful aim due to image recognition software guidance system included in each missile; I recommend -10 to-hit modifier for a careful aim to-hit modifier)
-179 total for best to-hit number
Note that each missile launcher including AR10 uses Streak technology also but doesn't work with indirect vectoring, and all of these missiles don't have armor piercing ability.

Sleeping potion machine gun darts/arrows for bows - when this ammo hits a character, it causes him/her to fall asleep 1D6 hours. This ammo has no effect on all armored locations/armored personnel.

Powerful pollen (all) - when used on personnel that aren't wearing filtering masks/helmets, the pollen particles are inhaled by that personnel target causing each of them to have a +3 modifier applied to the minimum desired numbers of all skill rolls.

Fireworks (all) displays bright fireworks sparks/graphics - size of sparks/graphics display proportional to size of comparable standard ammo shells/missile cones and can be colored if desired (the only damage these types of fireworks shall do is against life form targets in the same manner as fragmentation ammo).

Paint (all) - enough paint ammo can repaint a target, targeting computer can repaint more graphically, and enough of the paint ammo can blind visual & radar sensors or personnel only if they're wearing goggles. When firing apply a -5 modifier to the base to-hit number. Take the total tonnage of a noninfantry unit/structure and if the total number of paint ammo points that impact a location of that unit/structure equals that unit's/structure's designed tonnage, then apply a +3 to-hit modifier to all attacks made from that location's weapons per CBTr equaling mentioned above or (round all fractions down); or if the unit is an infantry unit and each of the personnel have goggles then the paint sticks to the infantry personnel's goggles - one point of paint shall cancel out four pairs of goggles. A paint shot can be colored before play begins and the color of the paint is what will color the location/infantry unit. All inferno/fire destroys any paint it comes in contact with.

Capturenet ammo (only against personnel units); has triple jungle & woods modifiers but increases by +3 the gunnery and athletic base to-hit number of personnel targets it hits.

Spike spheres (all) - lands on a hex & could destroy the tires of wheels that move on them. Total the points of spike spheres that land on a hex. When a wheeled unit moves onto that hex and/or when a hovercraft becomes an immobile target ont that hex, a driving/piloting skill roll is made with a -3 modifier applied to the base piloting number; if that roll fails (treat any result less than 2 as 2), then roll on the Motive System Damage Table and add to the roll the total points of spike spheres on that hex to that roll. A shot of spike sphere ammo does damage when fired at a target in the same manner as fletchette ammo but only one-tenth as much. Note that the roll result rules for the Motive System Damage Table could perhaps have to be playexamineed with the TO fumble roll of 2 rule.

Cloaked artillery ammo follow the normal rules for artillery shells with the following exceptions: first, cloaked artillery ammo has a dark matter shell and can't be destroyed by AMS/laser AMS/Point Defense weapons unless they're in the effect radius of a probe that's on friendly terms with said AMS/laser AMS/Point Defense weapons; second, cloaked artillery shells inflict 4/5 of their damage normal artillery shells do - so a cloaked Thumper artillery shell inflicts 4/2 damage, a cloaked Sniper artillery shell inflicts 8/4 damage, and a cloaked Long Tom artillery shell inflicts 16/8 damage. Cloaked artillery shells can't be visually detected when in space. Each artillery system weapon will require additional tonnage (its tonnage increased by 100%) if it's to be used in space or at an elevation that is in the air but not on water/ground.

Probe transmitter Narc Pods - basically they (when attached to target) probe the target like a Beagle Active Probe and transmit the exact location of the target they're mounted on (or hex if vehicle incuding battle armor was missed - this can get confusing if many hexes were hit) which negates the target's movement modifiers and is ineffective if blocked by opposing ECM radius. Furthermore a unit receiving the pod's signal is not subject to any targeting computer/aimed shot penalties when firing at the location the pod is attached to.

Sand (all) - one point of sand damage will cancel out one point of paint on an object - useful against targets that are on the visual ID of their friendlies. Apply a -5 to-hit sand ammo modifier to the base to-hit number in addition to all other modifiers including the caseless cluster flak precision proximity fused -10 to-hit modifier (if applicable, see below). Does half standard destructive damage to a unit that's carrying it when it explodes due to taking critical hit.

Precision missiles: while these missiles can't be DFMs or MRMs, they have a -2 to-hit modifier bonus and mass twice as much as normal missiles.

Chainnet - (CB, CM). A chainnet attack may only be done against a target that is 500 tons or less. To resolve a chainnet attack, take the number of comparable capital scale damage points and randomly apply them to any standard weapon(s) mounted on the side of the target unit. If the target unit is a probot, conventional vehicle, or battle armor, then a part of that target unit used for mobility could perhaps become hindered. If that is the case, then for every full chainnet points that are equal to the target unit's designed tonnage divided by 10, decrement the target unit's Walking or Cruising MP by 1 (recalculate Running & Sprinting or Flanking & Overdrive or Cruising & Overthrust speeds accordingly). If one or more 360^o turrets and/or rotors was/were hit, then it/those things is/are jammed (turret jam clearing rules may be used to clear any of that/those jam(s) ).

Screen shots (all capital) - uses chaff to hinder LOS: After all shots of this ammo type have been fired at a hex, divide the total capital damage onnf these shots by 5 and apply the quotients as to-hit modifiers to any attacks made through the hex(es) of where they were fired into, through, and/or out of. This ammo dissipates in the same manner as screen launcher ammo.

Double damage ammo (only in normal ACs and CACs and SCACs, and all missiles except winged missiles) - this does twice as much damage as normal ammo (I designed this ammo because the AP and precision ammo was twice as heavy as normal ammo and because there are Inferno LRMs the Capellan Confederation designed). Apply a +3 to-hit weapon modifier in addition to all other modifiers due to avoid exploding this ammo inside autocannons while firing; or while firing add to the base to-hit number a +1 modifier for each +1 modifier of the +3 modifier mentioned above you didn't use (to a limit of 3) - on a result of 3, the autocannon jams and cannot fire until the jam is cleared, on a result of 2 or less, the autocannon explodes. Contains half as many shots per ton as normal ammo does.

Cute talking toy stuffed animal Narc Pod ammo - sticks to target and tries to reduce his/her aggression - apply an additional +3 modifier to the base to-hit number when using this ammo for aggression damaging attacking apply an additional +1 modifier to the base gunnery of a person that is object of this type of aggression damaging attack. Note that the person target must be able to see the ammo shot that was sent to him/her and/or his/her unit/structure.

Armor piercing fuel blocking (AC, CAC, CM, APSRMs, AP-DFLRMs) - prevents fuel in aeroplanes, Aeroprobots, DropShips, JumpShips, and WarShips from being used. Apply +1 to-hit when firing this ammo. Roll on Determining Critical Hits Table and apply AP modifiers as if using normal AP ammo, and if any fuel supplies were hit, then a number of fuel points are destroyed per AP point damage and roll 1D6 - on a result of 1, the fuel explodes; on a result of 6 the fuel pumps are destroyed.

Dead fire missiles shall be retermed unguided unsteady missiles.

Super lubricant ammo (all) - causes terrain to be slippery and automatically hits a ground hex when shot at it; any unit moving along the lubricant applied to a ground hex must make a piloting/driving skill roll with a -3 modifier applied to the base piloting number in addition to all other modifiers as if that unit was on ice to avoid falling/skidding/sideslipping. Apply a +1 modifier to the minimum desired roll number per standard scale point of super lubricant applied to the hex the unit is moving on. Note that any inferno/fire attack against a hex automatically destroys all super lubricant portions on that hex.

Teleoperated ECM missile - masses 300 tons, gets attached to target (target can't be less than 500 tons) like Narc Pod and causes an effect ECM radius of 3 kilometers. (simply multiply 400 BV per each of these teleoperated missiles) (each of these missiles costs 390,000 C-Bills)

Drowsy food & drowsy drinks projectiles (B, A, M)
These projectiles deploy food and drink cans that makes those that consume them drowsy. Apply a +3 modifier to the BTNs of all skill rolls if consumed.

Flashy projectiles (B, A, M)
For every comparable point of standard scale destructive damage projectile can do, a flashy projectile blocks LOS through a 30 meter hexside (player firing this projectile decides which hexside LOS is blocked through). Apply a -4 to-hit modifier when firing a flashy projectile at a 30 meter diameter immobile target hex.

Soap bubble projectiles (B, A, M)
Except for what they're shot out of, these projectiles follow the rules for chaff grenades except the soap bubbles of a soap bubble projectile dissipate in End Phase of turn that consecutively follows the turn that projectile was used. Apply a -4 to-hit modifier when firing a soap bubble projectile at a 30 meter diameter immobile target hex. Any attack through soap bubbles has a +1 modifier per soap bubble points that have not dissipated (this modifier doesn't apply to seismic and/or acoustic sensors).

Parachuteable Dolls (dropped from VTOL/fighter and deployed from box using bomb rules)
A box of these Parachuteable Dolls can deploy seven remote controlled 1.8 meter tall parachuteable doll on roller skates. No weapons are mounted on the dolls but they are only equipped with toy cap guns or toy flashlight guns to merely look like pistols. For each attack with these projectiles, make a single to-hit roll - if the to-hit roll is successful, then the dolls land successfully and begin movement in the direction they were launched and can be attacked as if they were standard foot infantry; if the to-hit roll was unsuccessful then the dolls scatter as per artillery scatter rules. Each has an explosive capable of doing one point of damage attached to said doll that will explode if said dolls of said unit makes a successful charging attack. 1 point of damage can destroy one of these dolls.

An amor piercing fragmentation SRM can destroy a capital missile. Each SRM launcher that APFSRMs are launched out of needs the detection equipment AMS has equipped to it to detect missiles, or several SRM launchers may be equipped to the same detection equipment the AMS has (the tonnage of that anti-missile system shall be increased by: total tonnage of all the SRM launchers it is equipped to multiplied by 10%).

Double range ammo (AC & CAC & SCAC): minimum range to-hit modifier is doubled; and short, medium, long, and extreme ranges are doubled. If there is no minimum range to-hit modifier listed, consider the minimum range to-hit modifier to be 1. Apply an additional +3 modifier to the base to-hit number.

Unguided Unsteady armor piercing LRMs & UU AP SRMs
Dead fire LRMs: +2 ammo to-hit modifier, roll 3D6 and use lowest 2 dice, each of these missiles inflicts 2 points of damage and critical hit probability equal to an armor piercing AC/2 and armor piercing dead fire SRMs +2 ammo to-hit modifier, roll 3D6 and use lowest 2 dice, each of these missiles does 1 point of damage and critical hit probability equal to an armor piercing AC/5. The above armor piercing dead fire missiles each mass twice as much as a normal dead fire missile. I got the idea of double heavy missiles from the Capellan Confederation's double heavy missile research program.

Primitive and prototype Infernoes ammo (all): Primitive inferno shot applies 1 heat point (prototype inferno shot applies 2 heat points) to target's heat level per comparable damage point of similar ammo for 30 turns; so a LB-2XAC or Streak LRM5 that hits does 2 or 5 points of heat respectively for 30 consecutive turns only. If target has no heat scale, then each inferno damage point kills 1 person/is rolled on Vehicle Critical Hits Table.

An armor piercing Thunderbolt missile (APTBM) is the same as a normal Thunderbolt missile with the following exceptions: first an APTBM masses twice as much as a comparable normal Thunderbolt missile; second when an APTBM hits its target, roll on the Determining Critical Hits Table and use these Determining Critical Hits Table modifier instead: -3 for an APTBM5, -2 for an APTBM10, -2 or -1 (roll 1D6 on a roll of 1 to 3, use -2 but on a roll of 4 to 6, use -1) for an APTBM15, or -1 for an APTBM20 and apply critical hit damage. Also apply a +1 armor piercing to-hit modifier to each APTBM attack.

Inflato LRMs and Inflato SRMs have the ranges for DF-LRMs and DF-SRMs, respectively. Each Inflato missile can be vectored indirectly. A standard Inflato LRM does 1 point of damage and a standard Inflato SRM does 2 points of damage. Each standard Inflato missile inflates, after having flown its short range, into the size of a Thunderbolt 10 missile and will be interpreted as such by AMS/Laser AMS/point defense weaponry. A double damage Inflato LRM does 2 points of damage and a double damage Inflato SRM does 4 points of damage, masses twice as much as a normal LRM/normal SRM respectively, and inflates to the size of a Thunderbolt 20 missile after having flown its total short range and will be interpreted as such by AMS/Laser AMS/point defense weaponry. Apply a +3 modifier to the base to-hit number in addition to all other modifiers to account for the Inflato missile's unsteadiness when used in an atmosphere. Inflato missiles have quadruple woods & quadruple jungle terrain modifiers. The attacking player firing the Inflato LRMs does not tell any player controlling any unit that is not on friendly terms target of an Inflato LRM attack that the missiles being fired are Inflato LRMs if that player does not have LOS to the object firing the Inflato LRMs and/or is not equipped with a probe that can scan the attacking object, and/or cannot communicate to those that do have LOS and/or are probing the object firing the Inflato LRMs. Instead, tell him/her that each of the missiles is a Thunderbolt 10 or 20 missile. An Inflato missile may use only 1 special guidance type (Narc Artemis IV/V, semiguided, Streak) and/or may use only 1 special munitions at a time (fireworks, damage, fragmentation, smoke, illumination, supercaustic, etc.).

Supercaustic ammo follows the rules for normal ammo except that supercaustic shots can't inflict one or more critical hits until all armor points of a location/person have been destroyed. Supercaustic shots, when fired, follow the rules for acid attacks. When used against personnel that have 0 armor points, supercaustic shots follow the rules for acid shots (see TO).

Fragmentation MRMs & fragmentation UUSRMs & fragmentation UULRMs, and versions of those three types of missiles that mass double their amounts & do double damage made by the Capellan Confederation (I read in the Capellan Confederation Field Manual that there are missiles, i.e., inferno LRMs, that mass twice as much as standard LRMs). Also, how do you think about having AC explosive ammo shot from standard & light & capital autocannons that does double damage and masses half as much (including a fletchette AC ammo variants; I read how I think it was the Federated Commonwealth or Lyran Alliance Field Manual that provides for AC armor piercing ammo that masses twice as much as standard AC ammo).

combination missile ammo features (semiguided, double damage, extended range, Swarm, fragmentation, inferno, Streak, etc.)

combination autocannon ammo features (proximity fused, precision, cluster flak, double damage, double range, fletchette, etc.)

combination Gauss rifle ammo features

Caseless cluster flak precision proximity fused ammo (AC & CAC & SCAC; not LB-X, Ultra, and/or Rotary) apply a -10 to-hit modifier to the base to-hit number to account for -3 cluster flak & -2 precision & -5 proximity fused; follows caseless ammo rules for critical damage to AC on roll of 2 when firing this ammo; and this ammo masses twice as much as standard AC ammo; when a shot of this ammo hits, roll 3D6 and use lowest 2 dice in accorance with Cluster Hits Table.

Clan ELRMs (Clan LRM launchers), used first against a few Inner Sphere units by Star Colonel Kristen Redmond on Dustball, follow the rules for standard Clan LRMs with the following exceptions: first, they have triple ranges of standard Clan LRMs; second, they have Inner Sphere standard LRM minimum ranges; and third, they mass twice as much as standard Clan LRMs. Double range and/or double damage Clan ELRMs don't exist.

Happy honeybees are deployed from boxes using the rules for bombs; one box per swarm. Each swarm has 100 honeybees that sting attack characters making them pacifistic (+1 to-hit modifier per sting). I'm willing to review playexamining of these rules.
Last edited by eLMsm on Wed Dec 02, 2020 7:29 pm, edited 4 times in total.
When do I “retreat” ? Only when I want to re+treat myself to eating cookies here in VT of USA. Here in VT, outside temperatures can get very cold; I suppose my miniatures won’t get overheated, ha ha.

eLMsm
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Re: Numerous types of ammunition

Post by eLMsm »

Note that the super polymer ammo rules below could perhaps be not accurate; I’ll edit them later. Super polymer (all) is an adhesive. When firing this type of ammo, apply a +1 modifier to the base to-hit modifier in addition to all other applicable modifiers.

Each point per shot of this ammo, that hits a location, results in a roll on the Determining Critical Hits Table, and if a critical hit is rolled then roll to see if a sensors (not infrared or seismic or acoustic) and/or ranged weapon was hit; then, if any of those Sensors was hit, then it has a +3 modifier applied to the base to-hit number of all attacks it makes per point of damage a comparable destructive shot can do until the super polymer is removed; but if a ranged weapon was hit, then said Weapon can’t rotate (it has no firing arc) if the total number of current super polymer points, that are on said Weapon, are equal to or greater than said weapon’s total tonnage.

If conventional character(s) was (or were) hit, then each damage point prevents one character from moving & shooting; and said character(s) hit by said super polymer ammo could perhaps be blinded, deafened, and/or suffocated.

Personal and standard super polymer ammo can't be used in a vaccum, but subcapital and capital teleoperated missiles can be if their tonnage is doubled for heating and cooling said ammo in a vaccum; cost is doubled for heating.

If the target is a ‘Mech, and Shoulder or Arm actuator(s) is (or are) rolled, then take the ‘Mech’s total tonnage divided by total amount of super polymer points on that (or those) ‘Mech said Actuator(s) ; quotient is how much that is divided into ‘Mech’s lifting ability to determine current lifting ability.

If the target is a ‘Mech, and Hip or Leg actuator(s) is (or are) rolled, then take the ‘Mech’s total tonnage divided by total amount of super polymer points on that (or those) ‘Mech’s said Actuator(s) ; quotient is how much that is divided into ‘Mech’s Walking MP to determine current Walking MP (recalculate other MPs of ‘Mech) .

If the target is a conventional vehicle or conventional fighter or aerospace fighter, and its Motive System is rolled, then take that unit’s total tonnage divided by total amount of super polymer points on that unit’s Motive System; quotient is how much that is divided into that unit’s Cruising MP to determine current Cruising MP (recalculate other MPs of said unit) .

If a Turret is rolled, then take that turret’s total structural tonnage minus total amount of super polymer points on that vehicle’s turret; if equal to or less than zero, then turret cannot rotate.

If a Battle Armor Infantry or ProtoMech is hit, then it is immobilized if the total number of super polymer points is equal to or greater than total tonnage of that vehicle.
When do I “retreat” ? Only when I want to re+treat myself to eating cookies here in VT of USA. Here in VT, outside temperatures can get very cold; I suppose my miniatures won’t get overheated, ha ha.

eLMsm
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Re: Some types of ammunition: ideas for Thunderbolt Missiles

Post by eLMsm »

How about having Thunderbolt Missiles with ranges of standard LRMs and doubling the quantities of Thunderbolt Missiles per ton of Thunderbolt Missiles Ammunition so that they will be more directly proportional? How about having lesser ranged Thunderbolt Missiles like Standard MRMs and Standard SRMs? How about having Dead-Fire Thunderbolt Missiles?
When do I “retreat” ? Only when I want to re+treat myself to eating cookies here in VT of USA. Here in VT, outside temperatures can get very cold; I suppose my miniatures won’t get overheated, ha ha.