As requested by Steve, something to do with warheads and missiles...
Shifting Gears
- oh, for the ability to step down a missile drive to interoperate with other missile launches
Tractoring a buoy
- you all know you want this. One buoy per tractor. Move that minefield around if you messed up the placement.
Warp capable drone bodies -
They go through and release submunitions once they arrive. Not guaranteed to arrive intact. I can see some fun with a WP buoy picket that tosses WP capable second stages BACK through the WP and releases a minefield/laser WH/jack-in-the-box on the other side right on top of the assault force as a delicious countermeasure
Microwave Warhead
- generates a Microwave pulse, like the X-Ray Lasers make flashy lights. Stop that runaway Corvette in it's Tracks. Kill the Active Sensor on that scout. Should include the stereotypical *ding* sound effect when it goes off.
Cloaking Warhead
- Cloaking vs various signals, thermal, EM, etc. Lowers the range at which MFC can lock for anti-PD purposes and range at which your contact signal can be detected, somewhat like ECM and cloaking already, but affecting an area, capability and range determined by MP spent. Seed them through your task group on drone bodies, on buoys at WPs, or tractor them for extra ninja fun.
Tagging Warhead
- nail one of these limpets on a contact and track em on passives. Tag a neutral/ally with a known hostile active transponder in "friendly territory" and watch the ensuing fireworks *I'd like to suggest contact profiling included with this suggestion, so this isn't an instagib - should have to match thermal and EM output by boosting the contact signal, which of course is also rated in max boost with MP spent, match mass and not exceed known class specs.
Bait Warhead
- Puts out a fake contact signature, EM/Therm/Shield/Mass, all rated in MP. Rockets off in a different direction to let your outgunned TG run for the WP while the enemies chase it down. Lay down a buoy and make em THINK you're lying in wait. Generate fake buddies coming to the rescue. Random chance that the foe takes the bait
PD Warhead
- for AM purposes. Put it on a missile body and launch an AM salvo, it'll go off like a CIWS in the second stage if it's in range of an enemy missile. Stick it in a buoy, and watch it interdict salvo after salvo of enemy missiles.
Painting Warhead
- No, not for interstellar paintball. Very small active transmitter on which follow up salvos will home then speed match, right into detonation range of the Paint warhead target. Allows Forward Observer shooting - Stealthy McScouty tosses a Painter at Mister Target, and the whole taskgroup fires too, generating a HUGE salvo. Perfect if we can gear missile drive speeds either prelaunch or have missiles with enough AI to match speeds once entrained. Sadly, should cause loss of entire salvo if destroyed enroute. Requires active missile targeting from Paint shooter, or sufficient sensor package to be fire n forget.
Anti-Personnel Warhead
- For when you just don't feel like picking up lifepods. Huge range on detonation... Kills Pods dead.
Hypermissile/Hyperdrone engines
- for when you are playing around outside the Hyperlimit. .999 c missiles!
Jarhead Warhead
- gets into range then shoots Marines at the enemy. Uses an embarked Marine Company/Marine Battalion readiness rating as an additional ammo source. Best for Boarding combat, but I can see much fun with this in Planetary Assaults - should be rated for max atmospheric penetration.
Thanks for reading, feedback happily acknowledged, flames sadly ignored.
Len