Rambling thoughts.
So, I'm confronted with the lack of high tech rapid fire weapons in CT. Not too terribly curious, when you look closely - it's taking more and more power to punch through the armor, so the rapid-fire weapons with the punch to do that tend to be confined to vehicles, since they have the power. Still, there are ways.
[...]
I tackled this on a few fronts for a TL11/12 universe set as the 2nd Imperium is coming apart. Most of this is based on standard
Striker but there are a few key bits of tech I bodged onto the base striker system.
Machineguns at higher tech levels
AP ammunition for heavy machineguns. Today's tech can make .50 calibre AP rounds that will go through 30mm or so at a few hundred metres range. This gives you a penetration of (say) 12 or so at effective range. AP ammunition of this type might be current tech between TL 8-10 or so. You could also do variants of the LAG firing the same ammunition.
Machineguns firing ACR ammunition. This might have a slightly longer effective range than the standard ACR, perhaps effective:50, long: 100. This is reasonably effective against troops equipped with combat environment suits, starting to show its age against combat armour.
I also did rotary guns firing HMG and ACR ammunition. Even in a TL10-11 battlefield these would be effective as (for example) door gun mounts (i.e. side-mounted pintel) on a grav sled or coaxial mounts on some other vehicle. They would, however, consume too much ammunition to be feasible as infantry weapons.
You could also do some rules for high-tech AP rounds for ACRs - perhaps TL12 superdense rounds. These might have a penetration of 8 at effective range and 4 at long range.
A closer look at the 2cm autocannon
In the high-tech ammunition theme, I did some rules for KEAP rounds to reflect APDS and APFSDS type technologies - the standard KEAP round penetrations in Striker don't really do justice to these and IMHO KEAP rounds are a bit underpowered in the base system.
Rather than adding 1 per tech level, I invented a series of specific technologies, with some enhancements at various tech levels, for example:
- KEAP-DS: TL6, TL8, TL10, TL12 (superdensse)
- KEAP-FSDS: TL7, TL9, TL10, TL12 (superdense)
As an example A
Nexter M621 20mm cannon weighs (at 47kg) about the same as an electrically operated 2cm Med veloc autocannon designed with Striker. It's too big for an infantry weapon but could be mounted on a grav sled or light vehicle. 20mmx102 AP rounds will penetrate around 5cm of RHA
! at a few hundred metres, suggesting an effective range penetration of something like 16-18.
Lasers
If you handwave a bit and allow battery powered lasers, you can make anti-personnel lasers. These are really too big for infantry weapons, but could be fitted to light vehicles.
I also did a house rule of a variable laser that can fire as a 1 lens or a 4/8 lense pulse laser. Given that the same effect can be achieved by mounting two lasers on a vehicle I don't see it affecting game balance significantly (lasers in Stargrunt can do this, which is where I originally cribbed the idea from).
For this type of laser, 1.4MW with 4 lenses is a sweet spot, giving an effective range of 70cm with a penetration of 16 and a long range of 140cm with a penetration of 8. Hit DM is only +2, but sh*t happens.
Fired in a single-lens mode, the effective range penetration is 32, which is enough to be effective against light armoured vehicles.
The weapon weighs about 90kg and could be mounted on a light vehicle with a 1m
3 power plant. If you power it with batteries at TL11, 6kg are needed to power it for a single phase.
Point defence weapons and the dawn of air not-so-superiority
I also did some IMTU-isms where more powerful lasers fitted with point defence fire control are very effective air defence weapons, sufficiently so to make anything flying in high mode quite vulnerable to ground fire. This also neatly explains the prevalence of tank-like grav vehicles designed to operate in NOE mode.
PD fire control also means that Tac missiles are less effective against an enemy equipped with point defence weapons. They're also very effective against artillery. For example, consider the implications of issuing a battalion or brigade with a few towed or self-propelled VRF Gauss Guns fitted with TL 9-10 PD fire control. This is before we even get started on retconning Trophy-like vehicle mounted PD systems back into Striker.
Larger crew-served energy weapons
Now, air power, tac missiles and indirect fire are somewhat less effective unless you're in a position to saturate (and, yes, I have been guilty of designing 500t self-propelled mass drivers in the past). I did some house rules limiting the ROF of large calibre autocannons and mass drivers to balance them against the capabilities of point defence weapons.
This gets you a battlefield where crew-served direct fire weapons and tanks or other AFVs are more important - perhaps a slightly WWII-ish flavour.
For example, pimp the B-gun slightly to around 17MW so it has a burst at extreme range. Then put it on a grav chassis with a 6m
3 power plant and a decent slug of frontal armour. This gives you a crew-served B-gun that can support infantry (admittedly at a cost). You could make similar chassis for X or Y guns at higher tech levels.
This might not be the most efficient use of the tech, but I like the aesthetics as they're reminiscent of the sort of things one might see on cover illustrations from golden age sci-fi books.
1 A couple of citations of questionable reliability but probably not too far out:
http://www.steelbeasts.com/sbwiki/index.php?title=Ammunition_Data,
http://defence.pk/threads/tank-ammunition.268307/#post-4588897