Thunderdome LRMs

Thunderdome LRMs are Long Range Missile weapons utilized for high alpha damage, long range impact at the cost of firing frequency and minimum range.

Although their name is inspired by Thunder LRMs, they should not be confused with them. "Thunder" ammunition is deployable mines, while Thunderdome LRMs are artillery.

Thunderdome LRMs are compatible with the Artemis IV FCS.

Tech
They have a kinetic payload specialized in knocking enemies off balance. The modifications to the launcher makes it use a semi-ballistic trajectory that increases maximum range, though at the cost of reloading speed.

Meta origins and usability
They are so far exclusive to the MechCommander Lostech Mod where they appear automatically and in some default designs, though they can be used in the CBT tabletop with custom fanmade rules here provided.

Tabletop CBT rules
Compared to standard LRMs, the Thunderdome versions: * Require a specialized launcher as well as ammo (cannot be launched from regular tubes). * Cannot fire two turns in a row (needs one turn in-between shots). * Have +2 minimum range. * Have +2 maximum range in long range bracket. * Deal +1 damage per full 3 missiles that hit in the Cluster Hit table. * Damage dealt by them is considered doubled for stability checks (so only 10 damage will count as the full 20 damage to trigger a stability check for a 'mech).

Tactical assessment
"Thunderdome" LRMs deal less damage per turn than standard ones, but are better for conserving heat and ammunition for long (in time) and longer-range engagements. This is true both in MechCommander and in the CBT variants. Use of spotters is extremely reccommended when in CBT play.

If an enemy closes the distance this system will quickly become useless and its ammo an explosion liability.