Adcap Guided Standoff Weapon

Designer's notes: Constructed using battlespace's small craft rules, with a 
handful of modifications. Use at your own risk :)


Mass: 40 tons
Thrust: 8/12
Fuel: 5 tons
Structural Integrity: 12
Armor: 2 fire factors
Cost: 2,000,000 cbills a pop

Warhead weight: 7 tons
Warhead yield: 70 fire factors for a standard warhead. 35 fire factors for a 
dispersion warhead. 

The adcap could also be fitted with a high yield thermonuclear warhead, or 
chemical and/or biological packages, however such use is a gross violation of 
the Ares Conventions, and not even the most ardent munchkin has any business 
bringing WMD into their games. So there.


Use in game: A ship may launch an Adcap from a standard Maelstrom AR 10 
launcher. When the weapon is launched, the controlling player must designate 
a target for the weapon (which can be changed at any point in the weapon's 
flight as long as control is maintained). After launch, the weapon can be 
moved just like any other small craft as long as it stays within the 
launching AR 10's firing arc. However if control is lost (intentionally or 
otherwise, each AR-10 can only control two weapons) then the weapon will go 
to its internal guidance mode, following the shortest possible path to attack 
its last designated target. The weapon is programmed to conserve fuel, so 
while it is in internal guidance mode it will use only enough thrust to run 
down its target.

When the weapon reaches its target, it initiates a ramming attack against it. 
A successful ram by the weapon deals 70 warship scale points of damage to the 
target for the standard warhead, while the dispersion warhead deals only 35. 
If the weapon misses, it can (and if on internal guidance, will) be 
manuevered to attack again as long as it has fuel and the target still 
exists. If the target is destroyed before the adcap hits it, the controlling 
player may designate a new target for the weapon IF he has control of the 
weapon, otherwise it self destructs.

While in flight the weapon can be attacked like any other small craft.

Oh yes, leave us not forget the use of this weapon against dirtside targets. 
The Adcap is atmospheric capable, with all the built in lifting surfaces and 
such. Though this means that the Adcap can be used to attack dropships in an 
atmosphere, this ability is intended to be used to attack stationary ground 
targets, buildings and bridges and other structures. The weapon flies to its 
target along a pre-programmed flight path, then unceremoniously drops on it. 


The effects of this are quite spectacular. A standard warhead obliterates 
everything in the target hex (actually it inflicts 700 points of damage to 
it, but close enough) and most everything in the six adjacent hexes (350 
points) but the blast does not go beyond that. Since the standard warhead was 
designed to punch through layers of warship armor  it also tends to leave a 
good sized hole in the ground. The crater will be four levels deep at ground 
zero (or it will knock the first four levels off of a hill) and two levels 
deep in each adjacent hex.

The dispersion warhead, on the other hand, was designed to deliver as much 
widespread destruction as possible against ground targets. As a consequence 
it is treated like a normal naval weapon when it detonates.


Fluff Text: Project Shipwreck came about largely due to the efforts of David 
Terumi, a naval history professor working at the Debussey naval accademy in 
the Bryant system in the year 2756. He first concieved of the idea during a 
lecture on the ancient soviet Komar missile patrol ship and it's impact on 
naval doctrins of the late twentieth century, stating that "the introduction 
of the first dedicated antiship missile allowed a relatively weak naval power 
like the soviet union to produce a fleet that could, for a relatively small 
expenditure of capital, be a significant threat to the most powerful naval 
force on the planet. It would be akin to the Taurians developing a very 
small, easy to deploy weapon capable of devastating our largest warships."

After the class, Professor Terumi had lunch with one of the naval engineering 
professors, and a discussion about the day eventually led Terumi to ask why 
there were no weapons like the ancient antiship missiles. When the other 
professor said that such weapons did exist, but they weren't all that 
impressive, Professor Terumi asked "why not build a better one?"

With that simple question, the Professor managed to win over his colleague. 
Between the two of them (along with another professor and a handful of 
students) they began working out their idea, eventually attracting the 
attention of Krester's Ship Construction, who agreed to bankroll the project. 
After four years, this ad-hoc team had produced a prototype missile, which 
they named Adcap after an ancient american torpedo. In 2760 the prototype was 
tested on a derelict corvette and, much to the joy of all observing the test, 
blew the old ship clean in half.

Despite this success, there were numerous problems with the missile, 
especially its guidance package, that needed to be resolved, but enough 
interest was generated that the Star League Defense Force took over funding 
for the project and cloaked the whole thing in a blanket of absolute secrecy. 
Over the next four years, the design team worked on their weapon, ironing out 
the kinks of the guidance package and modifying the design for a secondary 
land attack capability. By 2762 the team's test ship, the Luxor class cruiser 
Jigoku, was conducting test firings of the weapons, not all of which turned 
out well. In one case during a test of the missile's target acqisition 
package, the seeker lost the original target and instead targeted the Jigoku, 
striking the ship amidships and killing a dozen crew. The disaster nearly 
resulted in the project's cancelation, but instead the design team altered 
the internal guidance system, eliminating the problem but at the same time 
removing the missile's capability to seek a new target should it loose its 
original one.

By 2764 all the problems were worked out, and the Adcap was approved by the 
SLDF for deployment. Initial plans were to use Luxor class cruisers as 
missile carriers because of their large number of AR-10 launch tubes, and all 
fifty Luxor class ships were scheduled to undergo modifications to their 
firecontrol system so that they could control the Adcap. Unfortunately, these 
plans were disrupted by the periphery uprising and the Amaris Coup. Only four 
Luxors were ever fitted out to carry Adcaps, and relatively few Adcaps ever 
saw use, with only about half a dozen being loaded aboard each of the four 
existing refitted Luxors before the Amaris Coup cut off the SLDF from the 
factories on Bryant that made them.

The last use of Adcaps wasn't even by the SLDF, but rather by Amaris forces, 
who had recovered a dozen Adcaps from the ruins of the Bryant shipyard, 
wrecked by the SLDF in order to prevent its capture. When SLDF forces 
returned to Bryant during the campaign to liberate the Hegemony, Amaris 
troops used this last handful of weapons to great effect against the 
attacking SLDF fleet, crippling or destroying a Mckenna and two Luxor class 
vessels.

The knowlege of the Adcap was lost to the inner sphere after the exodus, with 
the last few copies of the design scematics stored away in comstar's archive. 
Though they have the ability, the order has not manufactured new adcaps 
because of the extremely high cost involved (one Adcap costs a hundred times 
as much as a killer whale missile), but it is possible that the Blakists may 
possess this weapon, and there are some indications that they are testing the 
weapon with the intention of evaluating its usefulness.

    Source: geocities.com/master_sun2000