Vehicular Weapons
Posted: October 21st, 2012, 7:45 pm
Vehicular Weapons
Template:
Weapon Name
Class: (Vehicle Classes that can equip item)
Cost: (in credits)
Targets: (Air/Ground/All, # of Targets, # of hits)
Uses: (Ammo, or the CP/RP cost)
Damage: (In HP and AP)
Roll Bonus: (+ or -, and which targets it gains bonuses from)
Melee
Melee weapons are direct combat modules that are used by different styles of mecha. While most of these are very basic in design and many would assume that a vehicle simply having a hull would constitute having a weapon, it's not quite so, as it requires specially designed hulls and chasses to withstand the physical impact of vehicle-to-vehicle combat.
Melee weapons are generally limited to one strike on an enemy target, sometimes will require power, and can only be used on enemies in the same Area as the vehicle.
Cannons
Cannons are the simplest of weaponry, requiring no energy to fire and most carrying a near infinite supply. They are also the most effective against infantry, due to their high damage or chances for suppressing fire. Cannon weaponry is generally less effective against vehicles, if at all.
Specifications in parentheses are only suggested types of weapons that fit this classification, not strict assignments.
Rockets and Missiles
Rockets and missiles make up the best conventional anti-armor, projectiles carrying ballistic loads that detonate on impact.
Rockets are unguided and thus unsuited for most moving targets. Rockets may be configured to fire in clusters. Unless the target is the same size or larger than yourself, more rockets only give you more chances to hit at once, and deal the same damage regardless of amount fired.
Using Rockets: Rockets are fired either alone or in clusters. This is listed as "(Number of Shots)x(Number of Rockets fired)" Each "shot" represents 1 vehicle Action, whereas the rockets fire gives chances to strike. For instance: (8x1, 4x2) means a rocket weapon can fire 1 rocket 8 times (1 roll), or fire 2 rockets 4 times (2 simultaneous rolls). Regardless of how many rockets strike the target, however, the same damage is dealt.
Missiles are extremely accurate, long-distance projectiles that seek targets via some tracking system, whether heat-, radar-, laser-, or other designation. These weapons fire one at a time, but reliably strike moving targets.
Recoilless
Recoilless munitions are point-to-point, line-of-sight rocket delivery systems. These include TOW (tube-launched, optically-tracked, wire-guided) missiles and traditional recoilless rifle models. These are extremely potent ground-to-ground anti-armor weapons, and are near must-haves in modern armor engagements.
Support
Support weapons are those that don't easily fit into other categories. These special weapons fulfill utility functions and can be used for indirect combat operations, such as bombardment or suppression.
Advanced
Advanced weaponry are generally superior in one way or another to conventional weaponry. These are heavily energy-based, utilizing applied sciences to develop powerful munitions capable of heavy destruction.
Template:
Weapon Name
Class: (Vehicle Classes that can equip item)
Cost: (in credits)
Targets: (Air/Ground/All, # of Targets, # of hits)
Uses: (Ammo, or the CP/RP cost)
Damage: (In HP and AP)
Roll Bonus: (+ or -, and which targets it gains bonuses from)
Melee
Melee weapons are direct combat modules that are used by different styles of mecha. While most of these are very basic in design and many would assume that a vehicle simply having a hull would constitute having a weapon, it's not quite so, as it requires specially designed hulls and chasses to withstand the physical impact of vehicle-to-vehicle combat.
Melee weapons are generally limited to one strike on an enemy target, sometimes will require power, and can only be used on enemies in the same Area as the vehicle.
Cannons are the simplest of weaponry, requiring no energy to fire and most carrying a near infinite supply. They are also the most effective against infantry, due to their high damage or chances for suppressing fire. Cannon weaponry is generally less effective against vehicles, if at all.
Specifications in parentheses are only suggested types of weapons that fit this classification, not strict assignments.
Rockets and missiles make up the best conventional anti-armor, projectiles carrying ballistic loads that detonate on impact.
Rockets are unguided and thus unsuited for most moving targets. Rockets may be configured to fire in clusters. Unless the target is the same size or larger than yourself, more rockets only give you more chances to hit at once, and deal the same damage regardless of amount fired.
Using Rockets: Rockets are fired either alone or in clusters. This is listed as "(Number of Shots)x(Number of Rockets fired)" Each "shot" represents 1 vehicle Action, whereas the rockets fire gives chances to strike. For instance: (8x1, 4x2) means a rocket weapon can fire 1 rocket 8 times (1 roll), or fire 2 rockets 4 times (2 simultaneous rolls). Regardless of how many rockets strike the target, however, the same damage is dealt.
Missiles are extremely accurate, long-distance projectiles that seek targets via some tracking system, whether heat-, radar-, laser-, or other designation. These weapons fire one at a time, but reliably strike moving targets.
Recoilless munitions are point-to-point, line-of-sight rocket delivery systems. These include TOW (tube-launched, optically-tracked, wire-guided) missiles and traditional recoilless rifle models. These are extremely potent ground-to-ground anti-armor weapons, and are near must-haves in modern armor engagements.
Support weapons are those that don't easily fit into other categories. These special weapons fulfill utility functions and can be used for indirect combat operations, such as bombardment or suppression.
Advanced weaponry are generally superior in one way or another to conventional weaponry. These are heavily energy-based, utilizing applied sciences to develop powerful munitions capable of heavy destruction.