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Draco18s
Essentially it doesn't matter what the DV is. It's so large as to effectively ignore 100 feet of solid reinforced concrete, which then only serves to make the boom bigger.
Stahlseele
Hmm . . where is the next volcanoe . . *plots*
Tymeaus Jalynsfein
QUOTE (Draco18s @ Oct 8 2012, 10:04 AM) *
Essentially it doesn't matter what the DV is. It's so large as to effectively ignore 100 feet of solid reinforced concrete, which then only serves to make the boom bigger.


Which is all solveable by simply calculating individual grenade damage upon the target and rolling a soak for every grenade individually. Character is still dead, but you do not get silly results like what you describe above. smile.gif
Stahlseele
Hmm, how do the barrier/destruction rules work?
Under SR3, Attacks weaker than the Barrier-Rating subtracted one point from the Barrier-Rating untill the Attack was stronger than the Barrier-Rating.
Then the Barrier started to crumble and if you had an attack that was twice as strong as the barrier level, you made big holes into the barrier . .


And if the MERCY Software works as i remember it, then you basically can add up ALL Grenades for 12x6x14 Damage and THEN apply the overlapping blasts rule AND THEN apply the shrapnell barrier rule and THEN apply the chunky salsa rule . .
Draco18s
QUOTE (Stahlseele @ Oct 8 2012, 01:36 PM) *
Hmm, how do the barrier/destruction rules work?


I'm AFB and would have to look it up, but roughly speaking the 'nade gets its attack damage against the wall and the wall resists with its armor dice as normal, taking damage to its structure.

If its structure is reduced to 0, it's been destroyed by the attack.
X-Kalibur
I don't want to set the world on fire...
Stahlseele
"Some men just want to see the world burn"
Mäx
QUOTE (Stahlseele @ Oct 8 2012, 08:36 PM) *
And if the MERCY Software works as i remember it, then you basically can add up ALL Grenades for 12x6x14 Damage and THEN apply the overlapping blasts rule AND THEN apply the shrapnell barrier rule and THEN apply the chunky salsa rule . .

Pretty much like in the real world, MERCY only works with 2 rounds per weapon fired(IRC some of the new fansy pansy cannons can do 3 rounds)
Stahlseele
Ah, so it's only 1st grenade + snd grenade and then 50% of every grenade after that?
Or is it the first 2 of every single one of the 12 grenade launchers and THEN "only" 50% of the following? *snickers*
Mäx
QUOTE (Stahlseele @ Oct 8 2012, 11:16 PM) *
Ah, so it's only 1st grenade + snd grenade and then 50% of every grenade after that?
Or is it the first 2 of every single one of the 12 grenade launchers and THEN "only" 50% of the following? *snickers*

It's first and second grenade of every launchers only, doesn't work with full auto.
Tymeaus Jalynsfein
QUOTE (Mäx @ Oct 8 2012, 01:20 PM) *
It's first and second grenade of every launchers only, doesn't work with full auto.


And even still, I would resolve each grenade seperately for damage effects. Or apply the Resistance + Armor DP Twice. *shrug* smile.gif

Stahlseele
QUOTE (Mäx @ Oct 8 2012, 10:20 PM) *
It's first and second grenade of every launchers only, doesn't work with full auto.

it doesn't?
i thought the limitation was that a weapon had to be able to fire fast enough at all to make use of mercy software?
Mäx
QUOTE (Stahlseele @ Oct 8 2012, 11:33 PM) *
it doesn't?
i thought the limitation was that a weapon had to be able to fire fast enough at all to make use of mercy software?

No it has to be able to fire twice or have a flight time(pretty sure nothing in the game has).
It works by calculating a high and a low arc for user to fire along.
Stahlseele
Ah, i see.
Flight time, i think guided missles using a spotter have one, but not sure on that . .
One COULD argue, that Grenades have a flight time, because no matter if they are used with an impact detonator or not, they will only explode at the end of the round . .
WhiskeyJohnny
QUOTE (Mäx @ Oct 8 2012, 02:13 PM) *
Pretty much like in the real world, MERCY only works with 2 rounds per weapon fired(IRC some of the new fansy pansy cannons can do 3 rounds)


Didn't the Bundeswehr have a five round MRSI cannon in testing, a couple of years back?
Stahlseele
QUOTE (WhiskeyJohnny @ Oct 9 2012, 12:54 AM) *
Didn't the Bundeswehr have a five round MRSI cannon in testing, a couple of years back?

sure we did
http://en.wikipedia.org/wiki/Panzerhaubitze_2000
Mäx
QUOTE (Stahlseele @ Oct 9 2012, 01:59 AM) *

Thats pretty badass.
Stahlseele
German Engineering *nods*
The Jopp
Behold...my DOOMSDAY DEVICE...

Ok, it's not nuclear weapons or thor shots but pretty explosions anyway.

Designed as a stealthed fire support vehicle built to lay in wait in a secure location or at extreme altitude until called upon. Virtually undetectable and equipped with state of the art ECM systems and anti air defenses it is a highly useful tool when you want to COMPLETELY eradicate an enemy force...and the outlying countryside.

Each individual Fleche weapon system has it's own agent which coordinate it's attack pattern with the other launchers in the same attack group - these can also be linked with multiple vessels.

It has the potential to unleash 600 coordinated missile strikes to wipe out anything living in most areas in under a minute.

Luftschiffbau LZ-2065B
Similar Models Rule
BOD +1 / ACC -20%

1 -Lock-On Countermeasures
1 -Satellite Communications
6 -Signature Masking 6
1 -ECM 10
1 -Armor 20
0 -Squatter Amenities
2 -Anti-Theft [Boarding Action Countermeasures - Gotta watch out for sky pirates]
2 -Chameleon Coating
1 -Improved Economy
1 -Missile Defense System
1 -Improved Sensor Array
1 -Life Support 1 [Air is thin at 100 000 feet]
4 -Remote Control Turret [Top] GM Vanquisher Heavy Autocannon
4 -Remote Control Turret [Bottom] GM Vanquisher Heavy Autocannon

10 - Standard Weapon Mounts
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
FuelDrop
QUOTE (The Jopp @ Oct 9 2012, 07:06 PM) *
Behold...my DOOMSDAY DEVICE...

Ok, it's not nuclear weapons or thor shots but pretty explosions anyway.

Designed as a stealthed fire support vehicle built to lay in wait in a secure location or at extreme altitude until called upon. Virtually undetectable and equipped with state of the art ECM systems and anti air defenses it is a highly useful tool when you want to COMPLETELY eradicate an enemy force...and the outlying countryside.

Each individual Fleche weapon system has it's own agent which coordinate it's attack pattern with the other launchers in the same attack group - these can also be linked with multiple vessels.

It has the potential to unleash 600 coordinated missile strikes to wipe out anything living in most areas in under a minute.

Luftschiffbau LZ-2065B
Similar Models Rule
BOD +1 / ACC -20%

1 -Lock-On Countermeasures
1 -Satellite Communications
6 -Signature Masking 6
1 -ECM 10
1 -Armor 20
0 -Squatter Amenities
2 -Anti-Theft [Boarding Action Countermeasures - Gotta watch out for sky pirates]
2 -Chameleon Coating
1 -Improved Economy
1 -Missile Defense System
1 -Improved Sensor Array
1 -Life Support 1 [Air is thin at 100 000 feet]
4 -Remote Control Turret [Top] GM Vanquisher Heavy Autocannon
4 -Remote Control Turret [Bottom] GM Vanquisher Heavy Autocannon

10 - Standard Weapon Mounts
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]
--1 -Fleche Hail Missile Launcher [Underbarrel Fleche / Additional Clip X2]

that is... I'm just trying to imagine the price tag of firing everything from that at once with the cheapest missiles possible... then imagining it with the most expensive ammunition possible. *winces*

Firing this thing will most definitely reduce the profitability of any run. And someone is probably going to notice the general area it was aiming at... though i have doubts that they'd be able to identify the target afterwards.
The Jopp
QUOTE (FuelDrop @ Oct 9 2012, 11:29 AM) *
that is... I'm just trying to imagine the price tag of firing everything from that at once with the cheapest missiles possible... then imagining it with the most expensive ammunition possible. *winces*

Firing this thing will most definitely reduce the profitability of any run. And someone is probably going to notice the general area it was aiming at... though i have doubts that they'd be able to identify the target afterwards.


Well, to be fair - I didn't imagine this war contraption to ever fall in the hands of a runner team, unless they infiltrate a military base and STEAL the damn thing.

And I'm pretty sure they have good enough tracking devices on it to keep tab on their own long range ultra altitude bombers.

For the military it cant be much more expensive than a B52 dropping bombs but having more fuel, longer operation time and multiple reloads in the cargo hold.

Operation time for that sucker is about 120 hours and require no more than a handful of crew.

Standard Crew
1: Captain rigger
2: Co-Pilot rigger
3: Main rigger Gunner [And his 10 happy agent firing assistants]
4: Secondary Gunner [Turrets]
5: Magical Support [Combat Mage]
6: Radar and Electronic Warfare rigger

Make no mistake, this is a war machine, not a rigger toy. Anyone getting their hands on a non-nuclear weapon like this will have the LITERAL firepower to reduce a city to smoldering ash and most likely branded a terrorist by just owning one - unless they are a legitimate military power.

Oh, and one more thing. This thing is slooooow...

30 meters per combat turn is 10 meters per second which is 600 meters per minute and 36000 meter an hour - or 36KM/H

So it's the worlds slowest bomber designed to accompany a larger military force.

At 120 hours operation time it can travel 4320 kilometers which is basically:
Jacksonville Florida to Wilmington in North Carolina.
For a car using the highway it takes 8 hours. For this thing it takes 120 hours

It might need some towing vehicle like say...an aircraft carrier battle group

EDIT: Got the distance wrong, the above distance was noted in miles...to tired to calculate.
FuelDrop
Could you load it up with high-end piloting agents, then load it up with 600 of those missile drones?

Maybe upgrade the drones to that ludicrously unbalanced intercontinental version i designed and posted a few weeks back... you'd need 600 agents to pilot all the shots though.
The Jopp
QUOTE (FuelDrop @ Oct 9 2012, 11:59 AM) *
Could you load it up with high-end piloting agents, then load it up with 600 of those missile drones?

Maybe upgrade the drones to that ludicrously unbalanced intercontinental version i designed and posted a few weeks back... you'd need 600 agents to pilot all the shots though.


*blinks*

Uh, yea, the Fleche uses missiles and I dont see anything about Heimdall missiles not being able to launch from a missile launcher...

I have a feeling military agents dont have the same market value and copyright rules so 600 agents are most likely free.
FuelDrop
QUOTE (The Jopp @ Oct 9 2012, 08:02 PM) *
*blinks*

Uh, yea, the Fleche uses missiles and I dont see anything about Heimdall missiles not being able to launch from a missile launcher...

I have a feeling military agents dont have the same market value and copyright rules so 600 agents are most likely free.

well that would take care of the attack penalties, as suddenly the missiles are making the attacks rather than the guns.
...
Uh oh, that means they might actually hit things.

*Looks up max agent and command programs from WAR!*

rating 10 agent, rating 10 command program... hang on, it's pilot skill, isn't it? that maxes out at 4. so 600 attacks at 14 dice each...

yeah, i think that we'll want a dice rolling program for that.
The Jopp
QUOTE (FuelDrop @ Oct 9 2012, 12:20 PM) *
well that would take care of the attack penalties, as suddenly the missiles are making the attacks rather than the guns.
...
Uh oh, that means they might actually hit things.

*Looks up max agent and command programs from WAR!*

rating 10 agent, rating 10 command program... hang on, it's pilot skill, isn't it? that maxes out at 4. so 600 attacks at 14 dice each...

yeah, i think that we'll want a dice rolling program for that.


Uuh...what's the travel time of that missile? And operational distance? Let's add an additional fuel tank as a booster rocket to improve the range as well since the delivery system is a tad slow.

This also open up a horrible scenario how 600 missiles are fired...goes NOE flight at 50 feet off the ground and goes beneath radar range towards their target...

How would you stop 600 missiles in flight you cannot see...
Stahlseele
*waves hands* MAAGIIC!
FuelDrop
QUOTE (The Jopp @ Oct 9 2012, 08:36 PM) *
Uuh...what's the travel time of that missile? And operational distance? Let's add an additional fuel tank as a booster rocket to improve the range as well since the delivery system is a tad slow.

This also open up a horrible scenario how 600 missiles are fired...goes NOE flight at 50 feet off the ground and goes beneath radar range towards their target...

How would you stop 600 missiles in flight you cannot see...

As i mentioned in a thing i did weeks back the best rule abuse i could get had the missiles targeting THOR sats in low orbit, or pretty much anywhere on the planet when launched from your back yard. that takes two mod slots, leaving room for chameleon coating and signature masking 1.

A voice in my head just said *Deep voice* "DODGE THIS!" */Deep voice*
The Jopp
QUOTE (FuelDrop @ Oct 9 2012, 12:42 PM) *
As i mentioned in a thing i did weeks back the best rule abuse i could get had the missiles targeting THOR sats in low orbit, or pretty much anywhere on the planet when launched from your back yard. that takes two mod slots, leaving room for chameleon coating and signature masking 1.

A voice in my head just said *Deep voice* "DODGE THIS!" */Deep voice*


Soo...
Heimdall
Additional Fueltank
Lighter than Air
Chameleon Coating
Sig Masking 1

6 Combat turns operation time X10 X2 is 120 combat turns which is 360 seconds.

360 seconds operation time with a speed of 1500 meters per combat turn or 500 meters per second due to LTA.

180 kilometers operation range.

Draco18s
QUOTE (Stahlseele @ Oct 9 2012, 08:40 AM) *
*waves hands* MAAGIIC!


Specifically, Slow. wink.gif
FuelDrop
QUOTE (The Jopp @ Oct 9 2012, 08:56 PM) *
Soo...
Heimdall
Additional Fueltank
Lighter than Air
Chameleon Coating
Sig Masking 1

6 Combat turns operation time X10 X2 is 120 combat turns which is 360 seconds.

360 seconds operation time with a speed of 1500 meters per combat turn or 500 meters per second due to LTA.

180 kilometers operation range.

Negative. Additional fuel tank specifies that it grants a bonus 6 hours.
doing the logical thing and making it double operational time is a house rule. a good house rule, but a house rule none the less.
since this thread is nowdays all about abusing RAW for maximum kill, I WANT MY 6 HOUR MISSILES! *childish tantrum*
The Jopp
QUOTE (FuelDrop @ Oct 9 2012, 01:00 PM) *
Negative. Additional fuel tank specifies that it grants a bonus 6 hours.
doing the logical thing and making it double operational time is a house rule. a good house rule, but a house rule none the less.
since this thread is nowdays all about abusing RAW for maximum kill, I WANT MY 6 HOUR MISSILES! *childish tantrum*


Well, the 6 hours DO refer to the Operation time rule so I would say it IS doubling the operation time from 6 to 12 hours.
FuelDrop
QUOTE (The Jopp @ Oct 9 2012, 09:03 PM) *
Well, the 6 hours DO refer to the Operation time rule so I would say it IS doubling the operation time from 6 to 12 hours.

This is true... but how can good little munchkins like us ignore such a loophole to abuse? It'd be like not wielding 12 guns at once and attaching underbarrelled versions of each!

in other words, unthinkable.
The Jopp
QUOTE (FuelDrop @ Oct 9 2012, 01:06 PM) *
This is true... but how can good little munchkins like us ignore such a loophole to abuse? It'd be like not wielding 12 guns at once and attaching underbarrelled versions of each!

in other words, unthinkable.


Well now, the rules DO allow for underbarrel SMG's to SMG's and is very clear on that part.

I cannot answer for what negative effect on the shooter 24 SMG's have in regards to physics or the weight of 12 SMG's mounted on your forearms while lifting 12 SMG's in your hands...

What's the required strength to carry and wield 24 SMG's at once? grinbig.gif
FuelDrop
QUOTE (The Jopp @ Oct 9 2012, 09:10 PM) *
Well now, the rules DO allow for underbarrel SMG's to SMG's and is very clear on that part.

I cannot answer for what negative effect on the shooter 24 SMG's have in regards to physics or the weight of 12 SMG's mounted on your forearms while lifting 12 SMG's in your hands...

What's the required strength to carry and wield 24 SMG's at once? grinbig.gif

Strength 9 cyberarms, +3 strength for milspec armour with appropriate mods.
next question?
The Jopp
QUOTE (FuelDrop @ Oct 9 2012, 01:12 PM) *
Strength 9 cyberarms, +3 strength for milspec armour with appropriate mods.
next question?

And here I went with a Changeling Nartaki at STR 4 with 6 lower obvious cyberarms and weapon mounts.

I get this image from the old intro of WORMS
http://www.youtube.com/watch?v=8usy99sIaHc
StealthSigma
QUOTE (The Jopp @ Oct 9 2012, 09:10 AM) *
What's the required strength to carry and wield 24 SMG's at once? grinbig.gif


I would say 1 strength. I hesitate to say 0 because I'm actually not certain what happens if you have an attribute at 0.
Tymeaus Jalynsfein
QUOTE (The Jopp @ Oct 9 2012, 05:56 AM) *
Soo...
Heimdall
Additional Fueltank
Lighter than Air
Chameleon Coating
Sig Masking 1

6 Combat turns operation time X10 X2 is 120 combat turns which is 360 seconds.

360 seconds operation time with a speed of 1500 meters per combat turn or 500 meters per second due to LTA.

180 kilometers operation range.


I will mention one more time that an Additional Fuel tank for a Heimdall will only double the duration of the Missile, which means that it flies for a whopping 12 Seconds, instead of the original 6 seconds (and not 6 Hours and 6 seconds). smile.gif

EDIT: Never mind... I am especially slow today, as that is what you were saying, apparently.
The Jopp
QUOTE (Tymeaus Jalynsfein @ Oct 9 2012, 02:35 PM) *
I will mention one more time that an Additional Fuel tank for a Heimdall will only double the duration of the Missile, which means that it flies for a whopping 12 Seconds, instead of the original 6 seconds (and not 6 Hours and 6 seconds). smile.gif

EDIT: Never mind... I am especially slow today, as that is what you were saying, apparently.


Agreed, and it is in the calculation.

It is 6 combat turns so 18 seconds, which becomes 36 seconds with additional fuel tank and 360 seconds with LTA modification at half speed.
Tymeaus Jalynsfein
QUOTE (StealthSigma @ Oct 9 2012, 06:32 AM) *
I would say 1 strength. I hesitate to say 0 because I'm actually not certain what happens if you have an attribute at 0.


Yeah, No... 1 Strength is NOT enough to carry 24 SMG's, let alone the ammo that goes with them. And it is not nearly enough to fire them simultaneously either. In addition, you will not be able to actually carry 24 SMG's on your person and still move with any semblance of tactical maneuvering. The whole idea is simply ludicrous, regardless of what the rules may say to the contrary. Would never fly at our table, for any of our GM's.
ChromeZephyr
QUOTE (StealthSigma @ Oct 8 2012, 07:05 AM) *
* You may install metahumans as weapons in weapon mounts on vehicles.

My first thought here was that you were trying to bring the Angry Marine Launcher into Shadowrun. Then I reread the post. And decided I still preferred my interpretation. nyahnyah.gif
Draco18s
Don't forget that you can use ballistic trajectories with them too. Just because they're powered and guided doesn't mean you have to fire them strait at the target. 12 seconds into the air at 500 meters per second, with a controlled arc, and then guided fall (just because it's out of fuel doesn't mean it is no longer guided) and you can accurately hit a target quite a distance away.

Assuming it stopped accelerating immediately (i.e. 0 second burn, but still moving 500 m/s) it would travel up to 25,493 meters away (72 second travel time).

Given that we can fire it off at an angle and that it will continue to burn for up to 12 seconds, it can go quite a bit farther than that. If it was fired at a 45 degree angle, it would travel to a height of 4242 meters (and 4242 meters out) before running out of fuel, which would take just under 30 seconds to fall (if it was stationary at the time) back to earth and travel roughly another 10,600 meters.

I'm not able to figure out at this time what the maximum range is for a projectile of this nature, as I lack a calculator that does the hard math with all of the variables I need, but still, we're looking at a 35-45 km range.
StealthSigma
QUOTE (Tymeaus Jalynsfein @ Oct 9 2012, 10:54 AM) *
Yeah, No... 1 Strength is NOT enough to carry 24 SMG's, let alone the ammo that goes with them. And it is not nearly enough to fire them simultaneously either. In addition, you will not be able to actually carry 24 SMG's on your person and still move with any semblance of tactical maneuvering. The whole idea is simply ludicrous, regardless of what the rules may say to the contrary. Would never fly at our table, for any of our GM's.


I never said it was said. Without weight there's nothing limiting the quantity of something other than GM fiat. As I said. I can't say 0 is an acceptable strength score because I don't recall ever reading anything that says something happens when reduced to zero in an attribute other than essence, magic, or resonance, or if reducing an attribute to zero is even possible outside of the three I listed.
Tymeaus Jalynsfein
QUOTE (StealthSigma @ Oct 9 2012, 08:01 AM) *
I never said it was said. Without weight there's nothing limiting the quantity of something other than GM fiat. As I said. I can't say 0 is an acceptable strength score because I don't recall ever reading anything that says something happens when reduced to zero in an attribute other than essence, magic, or resonance, or if reducing an attribute to zero is even possible outside of the three I listed.


And yet there are people arguing for the capacity to do just that. *shakes head* smile.gif
Physical Stats of zero result in paralysis (reaction or Agility go to Zero, you are paralyzed, I would assume the same for Body and Strength as well).
Mental Stasts at Zero likely result in Catatonia or Coma. *shrug*
StealthSigma
QUOTE (Tymeaus Jalynsfein @ Oct 9 2012, 11:11 AM) *
And yet there are people arguing for hte capacity to do just that. *shakes head* smile.gif
Physical Stats of zero result in paralysis (reaction or Agility go to Zero, you are paralyzed, I would assume the same for Body and Strength as well).
Mental Stasts at Zero likely result in Catatonia or Coma. *shrug*


I would expect that Reaction/Agility/Strength of zero is paralysis, Charisma/Willpower/Logic/Intuition of zero is unconsciousness, and Body of zero is death.
Draco18s
*Math math math*

Optimal firing angle appears to be about 41.1 degrees with a maximum travel distance of 33,694.77 meters.

That is not an insignificant range.
Tymeaus Jalynsfein
QUOTE (StealthSigma @ Oct 9 2012, 08:15 AM) *
I would expect that Reaction/Agility/Strength of zero is paralysis, Charisma/Willpower/Logic/Intuition of zero is unconsciousness, and Body of zero is death.


That makes a lot of sense to me... smile.gif
Tymeaus Jalynsfein
QUOTE (Draco18s @ Oct 9 2012, 08:19 AM) *
*Math math math*

Optimal firing angle appears to be about 41.1 degrees with a maximum travel distance of 33,694.77 meters.

That is not an insignificant range.


Not at all...
Halinn
QUOTE (The Jopp @ Oct 9 2012, 01:06 PM) *
[Awesome Murderzeppelin]

How much damage could that thing do in one round of firing?

QUOTE (Tymeaus Jalynsfein @ Oct 9 2012, 05:11 PM) *
And yet there are people arguing for the capacity to do just that. *shakes head* smile.gif
Physical Stats of zero result in paralysis (reaction or Agility go to Zero, you are paralyzed, I would assume the same for Body and Strength as well).
Mental Stasts at Zero likely result in Catatonia or Coma. *shrug*

There are critters in Running Wild with stats of 0.
The Jopp
QUOTE (Draco18s @ Oct 9 2012, 03:19 PM) *
*Math math math*

Optimal firing angle appears to be about 41.1 degrees with a maximum travel distance of 33,694.77 meters.

That is not an insignificant range.


What would the maximum flight ceiling be of a modern LTA be? Counting in some futuristic ultralight materials - it should affect the extra distance if fired from around 100.000 feet.
The Jopp
QUOTE (Halinn @ Oct 9 2012, 03:48 PM) *
How much damage could that thing do in one round of firing?

Each missile from each Fleche must land within 50 meters of each other. The compiled blast radius alone would be devastating and the damage would be...enough?
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