Date: Sat, 13 Dec 1997 16:58:21 -0600 (CST) Subject: Dropped Weapons Design for Vehicles (fwd) In the spirit of V2e weapon design, I sat out to develop a similar system for dropped weapons, hopefully using as much exisiting material as possible. I think I have a fairly good start, but I'm seeking feedback to see if I've missed anything. My main desire is twofold - 1) To offer a way of customizing the radius of effect of dropped weapons and 2) To seperate the ammunition supply from the weapon itself. The obvious starting point was to make each dropped weapon into a 'warhead' round, complete with a radius calculation, modifier for WPS and CPS, and a cost per dose. Once I had this, I could just build a dropper like a launch tube. (Like with mines - V2e p. 118). The idea is that each ammunition type would be packaged into a dispenser like a CHEM warhead - spreading out into a radius once i t was dropped from the vehicle. I broke the various munition types into specific catagories with the intention that you could have a single dropper that would drop anything withing it's weight/diameter parameters, or you could design a type specific weapon with a cost break. This becam e especially important with weapons such as the spike dropper. I couldn't accept a 45mm spike dropper as having that much of a dispersal radius, but a 85mm dropper was much heavier and more expensive than a 45mm dropper. If this was the case, there woul d be little reason to use spikes over mines. Each munition starts out with the same weight and cost as a solid missile warhead, then is modified according to it's type. Some types have an additional cost per "dose". Some types have a split CPS. When these types are loaded into their own specializ ed droppers they have a cheaper cost than when loading into a generic dropper. This is because of the cost of "packaging" the material into a standard shell. This second CPS should also be used if the round is used as a warhead in a missile or artillery round. ----------------------------------------------------- Munition Design: Solid Munitions (Minimum 46mm / Average 80mm) Radius = B^2*0.00047 Round WPS CPS Notes/Effects Spikes x1 x0.25 / x0.5 VE2e pg. 70 Junk x1 x0 / x0.25 Road Hazard VE2e pg. 151 Sand x1 x0 / x0.25 Negates Ice, Oil or Flaming Oil. Liquid Munitions (Minimum 35mm / Average 60mm) Radius = B^2*0.0008 Round WPS CPS +$/dose Notes/Effects Ice /1.25 x1 / x2 $ 0.20 Road Hazard VE2e pg. 151 Oil /1.25 x1 / x2 $ 0.10 As Ice. Also VE2e pg. 70 Flaming Oil /1.25 x1 / x2 $ 0.50 Autoduel 2e pg. 104 Chemical Munitions (Minimum 16mm / Average 30mm) Radius = B^2*0.00375 Round WPS CPS +$/dose Notes/Effects Flame Cloud /1.5 x1 / x2 $ 1.00 1d per turn in AoE + chance/fire. Smoke /1.5 x1 / x2 $ 0.60 VE2e pg. 104 Paint /1.5 x1 / x2 $ 0.25 VE2e pg. 70 Munitions may only use warhead sizes if used in a missile or artillery round - use radius modifier as per VE2e pg. 119. Dispenser/Dropper design: Build weapon as per Launcher on VE2e pg. 120 with a diameter and weight rating. If weapon is specialized and can only drop one catagory of munition (solid, liquid or chemical) then modify cost and weight as follows: Weight Cost Solid x .5 x .5 Liquid x .75 x .5 Chemical x .75 x .5 Calculate cost _after_ new weight is calculated. Barbarian - Founder of The Barbarian Illuminati -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Whatever happened to the golden rule, anyway? Visit Vinland - http://www.tezcat.com/~brbarian/index.html