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at0milich

New macrocannon variant (ideas please)?

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Taken idea/inspiration from anime source...

 

Hel pattern rotary macrocannon. (description only, gearheads should-do stats :)

 

first thing person notices, when walking into battery of one of these ancient weapons is the seven shot revolver system for macrocannon. Yes the shell-serfs load seven macrocannon shells into this "monster". And when klaxons wail, all the crew will fall back into ship. Because as preparation to fire cannon area is purged of atmosphere.

 

Now basically this weapon should be fire a seven shell (very thight) salvo towards the enemy, but hiw to treat this ? (I was thinking giving it low damage with chance to make many hits/crits.)

 

Can anyone help me with stasts??

 

PS: this can only be mounted on prow slot due recoil on anything less tha a cruiser.

PPS: I think reloading this should take atleast one round.

 

--MP

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Taken idea/inspiration from anime source...

 

Hel pattern rotary macrocannon. (description only, gearheads should-do stats :)

 

first thing person notices, when walking into battery of one of these ancient weapons is the seven shot revolver system for macrocannon. Yes the shell-serfs load seven macrocannon shells into this "monster". And when klaxons wail, all the crew will fall back into ship. Because as preparation to fire cannon area is purged of atmosphere.

 

Now basically this weapon should be fire a seven shell (very thight) salvo towards the enemy, but hiw to treat this ? (I was thinking giving it low damage with chance to make many hits/crits.)

 

Can anyone help me with stasts??

 

PS: this can only be mounted on prow slot due recoil on anything less tha a cruiser.

PPS: I think reloading this should take atleast one round.

 

--MP

 

Well... since my impression of macro batteries are somewhat the same with the turrets, they fire all the time and there are so many of them that the the reload time doesn't really matter... nor would i nessesay say plow slot.. though you could choose to do so if you like... 1d10+2 damage, Power 5, SP 2, Strength 7, range 5...

or rather than just use it as a normal weapon, it could be a template that inceases the strength found from a damaged STC

adds +1 power, +3 strength, -1 range, same for the rest of the base weapon.

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Jovian Missile Batteries fire every other turn as they are complex to reload the missiles. I think its worth bearing in mind that a lot of macrocannons already have some kind of cylinder or magazine for sustained firing, so you'd want some better fluff for your guns like maybe:
Hel Pattern Rotary Macrocannon

Designed to disgorge shells at a punishing pace these guns aren't noted for their accuracy.

 

Damage: 1d10+3

Strength: 6

Range: 3

Crit: 4

Power:?

Space:?

SP:?

Special: Due to the punishing rate of fire tests to fire this weapon are at -10 penalty.

 

(? because i don't have a book in front of me for comparison)

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That seems pretty cool. Kind of like a SP version of a sunsear.

Unfortunately, Macrocannons are Macrocannons. There are a LOT of them, and the exact firing method starts to become obsolete, unless it's radically different, like the Grav Culevrin or the Missile Battery.

If you want to make a unique Macrocannon, then you might want to explore with different shells instead. Perhaps smaller shells, on a belt, fired at a blistering rate.

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If you want to make a unique Macrocannon, then you might want to explore with different shells instead. Perhaps smaller shells, on a belt, fired at a blistering rate.

 

This.

 

Been working on varied macrocannon shell types - including, for example:

 

1. Shells with 2-stage boosters that increase range and damage at longer distances, but are ineffective at close range.

2. Cluster-munition shells that actually increase the target's effective armor, but also cause addtional crew population loss on hit.

3. Sunder shells that reduce the target's effective armor for 1d5 rounds by turning it somewhat molten, but do no actual damage.

3. 

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Extremely Rare ship upgrade:

Ryza pattern plasma-shells.

 These shells use a special field to generate a localized plasma blast upon impact, removing the dangerous mechanisms needed to fire blasts of plasma directly. However to house the expanded warheads there is reduced space for propellant. These can be fitted to any macrocannon that fire shells (no plasma, no melta, no laser, no jovian missiles etc) with the following effect: +1 damage, -1 range.

 

Very Rare ship upgrade:

Sollex pattern Stutter-battery.

A modification to laser batteries, this pulses the energy flow from the massive generatorums to the weapon's focussing lenses, effectively firing pulses of lasers rather than solid beams. In effect this is a capital-ship-weapon-scaled variant of the illegal las-pistol modification.

This can be fitted to any macrocannon laser weapon, (but not lances) with the following effect: -1 damage, -1 range, 2x Strength when under half range, +2 strength between 1/2 and optimal range, -2 strength(minimum 1) between optimal and long range.

 

Near Unique ship upgrade:

Mars pattern Haywire shells.

These ancient and ill-understood shells bear the hallmark of ancient Magi of Mars, often pre-dating the Horus Heresy. each shell is an intricate amalgam of adamantium, arcane circuitry and pulsating power conduits. Considered archaeotech at the least and venerable relics worthy of study and praise by members of the Adeptus Mechanicus, a Rogue Trader will be lucky to acquire even a single magazine of these powerful shells at a time. Although modification is needed these shells can be fired from most macrocannons (no plasma, no melta, no laser, no jovian missiles etc) with the following effect: Each hit reduces the power from the target ship's drive by 1 for 1 turn.. On a Critical hit from this weapon, automatically unpower a random component on the target ship, then roll on the Critical hit table with a -2 mod. After each combat in which these shells were fired, perform an upkeep test to see if the supply of them has run out.

 

Very-Rare

Lathe pattern Flakfield-shells.

Designed to allow escorts to provide better covering fire for their wards, these shells fire not a single warhead but a cluster of fragmentation rounds that full an area of space with shrapnel and proximity explosives. Whilst potent against strike craft these munitions lack the punch to hurt capital ships. Can be fitted to macrocannons (no plasma, no melta, no laser, no jovian missiles etc) with the following effect: Nominate an area of space (1 square, hex or 1vu x 1vu) within the weapon's range , then perform an opposed BS(-10) vs Pilot(Spacecraft) for each wing of strike craft in the area. If targetting an area of space at long range, the opposed test is at -20. If the strike craft win the test, they lose 1 craft per wing. If they fail the test they lose 1 craft per degree they failed by. Firing these shells at an area of space with a minefield already in it will automatically destroy the minefield, damaging everything in the area as per the rules for mines.

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Kasatka those might be the answers right there or at east some on them, but i like the idea of them being upgrades there could be ones made to increase rates of fire as well, or some similar effects like adding the storm quality. 

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I would change custom shells to only allowing one attack from one weapon component, similar to Atomics. They're really powerful, and ships fire off hundreds of macrocannon shells in a single Strategic Turn. I do really like the ability to customize certain types of macrocannons, especially since it might make someone choose the non-Ryza/Sunsears.

 

These are some macrocannons I invented for Transports and Fire Ships, as they're not designed to increase damage, but rather to keep up defenses while still discouraging Raiders and Frigates.

 

Macraggre Pattern Defensive Broadsides

Damage - 1d10

Strength - 6

Power - 3

Space - 3

Crit - 4

Hulls - Any

SP - 1

Special

  • Storm - All hits from this weapon count double. It cannot score a number of hits that exceed its Strength value.
  • Broadside - This weapon component may only be mounted on the Port or Starboard of a Ship
  • Defensive - Any vessel with this weapon component installed increases its Turret Rating by 2 against any attack made in this weapon's Firing Arc.

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If you want to make a unique Macrocannon, then you might want to explore with different shells instead. Perhaps smaller shells, on a belt, fired at a blistering rate.

 

This.

 

Been working on varied macrocannon shell types - including, for example:

 

1. Shells with 2-stage boosters that increase range and damage at longer distances, but are ineffective at close range.

2. Cluster-munition shells that actually increase the target's effective armor, but also cause addtional crew population loss on hit.

3. Sunder shells that reduce the target's effective armor for 1d5 rounds by turning it somewhat molten, but do no actual damage.

3. 

 

1. Why would it do less damage up close? You could make it just do less damage no matter the distance since the 2-stage booster takes up space from the explosives. It would still have extended range and that in it self may be worth the lowered damage. Especially since you may switch ammunition depending on the situation.

2. That would only make sense on sail-ships (think earth 18th century) where the crew is  unprotected. Instead make it some toxic/viral ammo that does no/minor ship damage even if it does penetrate but kills the crew in that section and makes the section unusable unless the air is dumped first.

3. That sounds like something in a computer game.

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Three could be like the tyranid rupture cannon; first shot weakens the armour with a caustic substance, second shot impacts the same point, causing a larger detonation.

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Please note the published RT rules already have macrocannon with a very high rate of fire.  Of course, they're filthy Xenostech, but that's of little concern to a Rogue Trader, right?  ;)   Look at the Rak'Gol howler cannon. 

 

That said, I've been using the Mathhammer rules for a while now, and howler cannon don't convert to those rules well.

 

Cheers,

- V.

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Howlers basically just have to get set back to the stock rules; it's generally not a problem for the players, as the odds of them firing a howler cannon for themselves are minimal. They don't really need to know much aside from that the howler just ripped open decks 14 through 21 and they've lost a tenth of their crew.

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If you want to make a unique Macrocannon, then you might want to explore with different shells instead. Perhaps smaller shells, on a belt, fired at a blistering rate.

 

This.

 

Been working on varied macrocannon shell types - including, for example:

 

1. Shells with 2-stage boosters that increase range and damage at longer distances, but are ineffective at close range.

2. Cluster-munition shells that actually increase the target's effective armor, but also cause addtional crew population loss on hit.

3. Sunder shells that reduce the target's effective armor for 1d5 rounds by turning it somewhat molten, but do no actual damage.

3. 

 

1. Why would it do less damage up close? You could make it just do less damage no matter the distance since the 2-stage booster takes up space from the explosives. It would still have extended range and that in it self may be worth the lowered damage. Especially since you may switch ammunition depending on the situation.

2. That would only make sense on sail-ships (think earth 18th century) where the crew is  unprotected. Instead make it some toxic/viral ammo that does no/minor ship damage even if it does penetrate but kills the crew in that section and makes the section unusable unless the air is dumped first.

3. That sounds like something in a computer game.

 

 

1. More damage at range because the booster accelerates it over time/distance, thereby increasing the force of impact.  For the sake of clarity, the damage increase would be incremental - i.e. +1 damage for ever 3 vu over the stated "range."

 

2. Cluster munitions are essentially large shells that fragment into numerous, smaller warheads.  Those smaller warheads retain the explosive characteristic of a normal macrocannon shell, but the lesser mass would reduce the force of impact and normal penetration (both a weight and payload issue) - thus, the target's effective armor is increased.  The increased crew loss is because of the wider area that the cluster munitions cover.

 

3. Admittedly, a sort of out there concept.  But this is one of many attempts I've made at giving players something "different" to do in space combat.  An opportunity to think more tactically rather than focusing solely on positioning and BS tests.

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