capi3101
Admiral
Not sure I should be attempting to post this at 5 AM on the fifth night of graveyard shifts (as evidenced by that generally sucky title), but here goes anyway.
Howdy all.
I've been giving some thought to some of the missile types that are not currently in the TacOps rules. I'm sure that somebody has tried to give this a go in the past, but I'm too lazy to go search for myself to see if this is actually the case or not. So, I thought I'd share my opinions on how these missiles would work in the game. Hopefully this will allow some craft to ultimately make their in-game debut.
Mace Missile: Mace missiles has all of the same properties as dumb-fire missiles. Upon impact or upon reaching their range limit, they detonate with a blast effect that causes 1000 points of damage at the hypocenter, 500 points of damage one range unit away from the hypocenter, and 250 points of damage at two range units away from the hypocenter. At the hypocenter and one range unit away, the missile's blast bypasses Phase Shields.
Lance Torpedoes (Privateer): Same as dumbfire missiles in all respects, but causes 64 points of damage.
Leech Missile (WCArmada/WC3): Leech Missiles have all of the same properties as Image Recognition missiles. Upon impact, they reduce the target's SHP to zero. Shields may not recharge for a period equal to 1d6 (or 1d12/2, round down) rounds.
Leech Missile (WC4): Same as above, except upon impact, the ship also may not move or fire any weaponry for the same period.
Starburst Missile: Starbursts have the same properties as dumbfire missiles. They may be set to detonate at any point along their flight path. When detonated, the missile causes 2d6 points of damage to all craft within one range unit of the hypocenter.
Coneburst Missile: Same as a Starburst, except the damage is increased to 6d6 within two range units in a 60 degree arc directly ahead of the hypocenter.
Flash-Pak: Flash-Paks have all of the same properties as torpedoes, except their speed is increased to 10 and they need a 10+ to be shot down by flak. They will completely destroy any capital ship that has less than 1500 hull points maximum, but will do nothing to any ship stronger than that.
Long Range ImRec: Has the same properties as a normal Image Recognition missile, but remains active for 3 turns.
Enhanced Long Range ImRec: Same as the Long Range ImRec, but damage is increased to 20 points.
I'll need to give more thought to the rest of the Prophecy-era ordnance before posting anything. Meantime, what do y'all think?
Howdy all.
I've been giving some thought to some of the missile types that are not currently in the TacOps rules. I'm sure that somebody has tried to give this a go in the past, but I'm too lazy to go search for myself to see if this is actually the case or not. So, I thought I'd share my opinions on how these missiles would work in the game. Hopefully this will allow some craft to ultimately make their in-game debut.
Mace Missile: Mace missiles has all of the same properties as dumb-fire missiles. Upon impact or upon reaching their range limit, they detonate with a blast effect that causes 1000 points of damage at the hypocenter, 500 points of damage one range unit away from the hypocenter, and 250 points of damage at two range units away from the hypocenter. At the hypocenter and one range unit away, the missile's blast bypasses Phase Shields.
Lance Torpedoes (Privateer): Same as dumbfire missiles in all respects, but causes 64 points of damage.
Leech Missile (WCArmada/WC3): Leech Missiles have all of the same properties as Image Recognition missiles. Upon impact, they reduce the target's SHP to zero. Shields may not recharge for a period equal to 1d6 (or 1d12/2, round down) rounds.
Leech Missile (WC4): Same as above, except upon impact, the ship also may not move or fire any weaponry for the same period.
Starburst Missile: Starbursts have the same properties as dumbfire missiles. They may be set to detonate at any point along their flight path. When detonated, the missile causes 2d6 points of damage to all craft within one range unit of the hypocenter.
Coneburst Missile: Same as a Starburst, except the damage is increased to 6d6 within two range units in a 60 degree arc directly ahead of the hypocenter.
Flash-Pak: Flash-Paks have all of the same properties as torpedoes, except their speed is increased to 10 and they need a 10+ to be shot down by flak. They will completely destroy any capital ship that has less than 1500 hull points maximum, but will do nothing to any ship stronger than that.
Long Range ImRec: Has the same properties as a normal Image Recognition missile, but remains active for 3 turns.
Enhanced Long Range ImRec: Same as the Long Range ImRec, but damage is increased to 20 points.
I'll need to give more thought to the rest of the Prophecy-era ordnance before posting anything. Meantime, what do y'all think?