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Striker Canonmongery (not what you think!)

TL9 20mm (2cm) High Velocity Autocannon
This direct-fire weapon has 6 barrels, weights 0.22 tons, fills 0.22m^3 and costs Cr8,600. It requires a crew of one. It is vehicle-mounted and includes TL6 direct-fire control equipment.
Rate of Fire: 3,375.
Range and Penetration (KEAP round): Effective, 100 (13)+8; long, 200 (11)+6; extreme, 350 (9)+3.
KEAP Ammonition: 0.4kg, 0.0008m^3, Cr0.8.
Signature DM: +1.
Number of Targets: 16.

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TL9 40mm (4cm) Howitzer Autocannon
This direct-fire weapon has 4 barrels, weights 0.13 tons, fills 0.13m^3 and costs Cr10,200. It requires a crew of one. It is vehicle-mounted and includes TL6 direct-fire control equipment.
Rate of Fire: 1,125.
Range and Penetration (HEAP round): Effective, 100 (21)+6; long, 200 (21)+5; extreme, 350 (21)+2.
HEAP Ammonition: 2kg, 0.004m^3, Cr6.
Signature DM: +1.
Number of Targets: 16.
 
TL9 4MW Point Defense Beam Laser
This 4-megawatt-input (1MW output) beam laser weights 0.764 tons, fills 0.764m^3 and costs Cr216,000. It requires a crew of one, is vehicle-mounted and includes TL9 point defense fire control equipment.
Range and Penetration: Effective, 250 (26)+2; long, 350 (15)+2; extreme, 500cm (8)+2.
Targets: 2.
Signature: +1.
Point Defense Dice: 4.
 
Originally posted by Employee 2-4601:
By the way, when using indirect fire, where should I mount the Fire Direction Center? On each gun (expensive!)? On a fire direction APC (as IIRC it is done IRL)?
I figure that you probably have waited long enough for a reply...

The FDC is placed in an HQ, or in a Fire Direction APC/Vehicle.

Depending upon the type of weapon that you are designing (such as a VERY high RoF Mass Driver; you could design a MD Vehicle with its own FDC so that it can perform multiple fire missions (as a MD can place so many munitions on target that one vehicle can perform a fire mission quite adequately, while the vehicle is waiting for correction on one target, it can begin ranging shots for another fire-mission)...

I am trying to do some serious thinking about the whole indirect fie mission and the accompanying order system for Striker III.

For instance, an FDC by TL9 or 10 at the latest should be completely unmanned, and probably about the size of a laptop (if that). Considering that the machinery for the latest FDC and its capabilities now is about half the size of one from the 'nam era...

Remember that the designers of CT-Striker were still solidly in the mainframe mind-set concerning computers, and probably underestimated the impact of the PC and miniaturization on most military equipment in CT-Striker.

Matthew
 
BTW,

In the CT-Striker Yahoo group...

There is a file of the Striker III design sequence tables that have tables showing new fire control systems. (There is an MS-Publisher .pub format and a .pdf format file of the Design sequence Tables booklet for Striker III)

No longer are weapons limited by the capabilities of a strictly limited TL FC system. Now, you can design a Fire Control system for each TL that can reach as far as is needed by a weapon (It DOES get expensive)...
 
Something that I have been meaning to point out for a while...

the TL 9 Point defense Lasers on the previous page are "Beam" lasers, and as such cannot be used as "Point Defense" weapons.

You need to have an Autofire bonus in order to be a PD weapon (As in a "Rapid Fire" weapon, and the slicing characteristics of a beam laser do not count...

Need to make those into pulse lasers to use them as PD weapons.

Although, according to the PD rules... They state no minimum penetration value in order to bring down incoming rounds. something that I intend to correct in Striker III...
 
Originally posted by Judas:
No longer are weapons limited by the capabilities of a strictly limited TL FC system.
And about time, too!
This was always a source of frustration for me (I use Striker 1, since before it was "1").
 
Bromgrev,

There have been one or two things that have always puzzled me about the first release of Striker.

The second did not exactly clean up a lot of it, but just swept it under the rug, or placed it in another book that you had to buy in order to figure out what to do.

StrikerII is a pretty decent system in its own right, but the first version of it was something that I have always been more fond of.

Especially after I learned how to introduce players to it (You have to tell them that it is really an RPG miniatures game, and that they are playing the Overall CO of the force, and that the Officers and NCOs are like follower NPCs)... That has always worked well for me, and after players understand that fact they do not feel so frustrated with the amounts of time that it takes to do some things.

This update has shown me some problems that are going to crop up in it even as I write it. I am needing to get ahold of more recent MT and TNE materials so that I can make sure that everything will match up with all of the "Canon" materials.

Still, that is a relatively minor issue compared to correcting the flaws that show up in the Classic Striker...Apparently, someone did not design the Individial Infantry energy Weapons according to the design sequence parameters that are given in the book. I am correcting a LOT of that. It is going to give players a MUCH wider selection of Lasers and Energy Weapons to use as infantry weapons, and the larger Energy Weapons will be easier to use as bipod/tripod mounted squad and platoon support weapons...

I could go on forever about the changes...

If you go to the CT-Striker Yahoo group the Infantry Weapons for Striker III should be posted today sometime. The Striker III basic rules are already there, and the design sequences should begin showing up soon...
 
Hellfire HATGM TL8
Missile:
Warhead- 7.2kg HEAP-51 Cr86
Guidance-Target designated 2kg Cr1000
Propellant-31.28kg
Range-8km
Weight-41kg
Cost-Cr1117
Launcher:
Type-launch rail
Weight-41kg
Cost-Cr2050
 
Milan ATGM TL7
Missile:
Warhead-2.8kg HEAP-45 Cr34
Guidance-Wire 2kg Cr80
Propellant-9.6kg
Range-2km
Weight-14.4kg
Cost-Cr124
Hit DM- +3
Launcher:
Type-Package
Weight-9.1kg
Cost-Cr890
 
Stinger AAGM TL8
Missile:
Warhead-1.75kg HE 18/2/3 Cr7
Guidance-Homing 1kg Cr300
Propellant-12.7875kg Cr13
Range-5km
Weight-15.5375kg
Cost: Cr320
Speed DM: +5
Launcher:
Type-Package
Weight-7.77kg
Cost-Cr78
 
Maverick Missile TL8
Missile:
Warhead-24kg HEAP-56 Cr144
Guidance-Target Memory 7kg Cr6300
Propellant-142.6kg Cr143
Range-20km
Weight-174kg
Cost-Cr6587
Hit DM- +1
Speed Multiplier- x10
Launcher:
Type-Rail
Weight-184kg
Cost-Cr9700
 
AIM9 Sidewinder AAM TL7
Missile:
Warhead-11kg HE 31/5/5
Guidance-Homing
Propellant-74kg
Range-10km
Performance DM- +7
Weight-86kg
Cost- Cr418
Launcher:
Type-Rail
Weight-86kg
Cost-Cr4300
 
Roland SAM TL7
Missile:
Warhead-6.5kg HE-26/4/4
Guidance- Radio
Propellant- 62kg
Range-7km
Performance DM- +10
Hit DM- +3
Weight- 65kg
Cost-Cr2551
Launcher:
Type-magazine launcher with 5 missiles
Weight-260kg
Cost-Cr39,000
[Launch vehicle has 2 launchers plus a 10 power radio each and a 20 power target acquisition radar]
 
TOW ATGM TL7
Missile:
Warhead- 2.4kg HEAP-40
Guidance-Wire 2kg
Propellant-16kg
Range-3.7km
Weight-20kg
Cost-Cr106
Hit DM- +3
Launcher:
Type-tube launcher
Weight-Field 80kg Vehicle 40kg
Cost- Field Cr4000 Vehicle Cr2000
 
HAT (Heavy Anti Tank) Missile TL11
Missile:
Warhead-12kg Cr2400 HEAP-58 (IR followup-66)
Guidance-Homing 1kg Cr300 (IR followup 1kg Cr400)
Propellant-40.3kg Cr40
Weight-53.3kg
Range-5km (or 2km High Performance DM+3)
Cost-Cr2740
Launcher:
Type-Rail
Cost-Cr2665
Weight-53.3kg
 
130mm Howitzer (pack)TL10
Type: Low Velocity (howitzer)
Fire Control: TL10 direct & indirect
Mount: towed
Gunshield: No
Crew: 12/3
Weight: 5.525t Volume: 5.525m3 Price:Cr137,500
Setup: 22 turns
Indirect fire range: 17.5km
Accuracy: To 1/2 range-+3 To full range-+1
ROF:8
Direct fire range: Eff-150cm Long-250cm Ext-400cm
Ammunition: Weight-46kg Volume-.046m3
HE-21/3/3 Cr92 Flechette-Penet=3 5cm +6 Cr460
HEAP-45 Cr138 Illum/Chaff-93cm 2turns Cr184
CBM-21/7/+2 Cr276 Smoke-2cmx2cm 6turn Cr92/184
RAP-26.25km 92kg +Cr92
Laser-+Cr600
Variable ballistics-+Cr60
Sig DM-+3
Number of targets-One
 
LAT A4 Missile TL14
Missile:
Warhead-4.5kg HEAP-52 Cr27
Guidance-Target designated 1kg Cr200 +3.2kg desig
Propellant-11kg Cr11
Weight-16.5kg
Range-2km
Cost-Cr238
Launcher:
Type-Package
Cost-Cr83
Weight-8.25kg
 
Originally posted by Judas:
The TL 9 Point defense Lasers on the previous page are "Beam" lasers, and as such cannot be used as "Point Defense" weapons.

You need to have an Autofire bonus in order to be a PD weapon (As in a "Rapid Fire" weapon, and the slicing characteristics of a beam laser do not count...

Need to make those into pulse lasers to use them as PD weapons.

These will be eventually corrected.

Although, according to the PD rules... They state no minimum penetration value in order to bring down incoming rounds. something that I intend to correct in Striker III...
What do you think should be the minimum penetration value and the minimum autofire bonus for a point-defense weapon?

Another question: Should some kinds of short-range indirect fire (such as light mortars, especially in an infantry-support role) be able to be used without an FDC?
 
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