capital missiles

Pages: 1
His_Most_Royal_Highass_Donkey
06/16/14 03:22 PM
172.56.14.165

Edit Reply Quote Quick Reply
I remember seeing somewhere that capital missiles can be destroyed by being shot at. I just cant seem to find where I saw that and how it works. Can anyone confirm this and if so how it works.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
skiltao
06/16/14 04:42 PM
75.7.192.38

Edit Reply Quote Quick Reply
Explorer Corp, page 91 under "Tele-operated Missiles." Short version is, shooting at missiles is like shooting at fighters, and they have armor equal to their fire factor.

Hope that's what you're looking for.
His_Most_Royal_Highass_Donkey
06/16/14 06:27 PM
172.56.14.165

Edit Reply Quote Quick Reply
Thanks
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
CrayModerator
06/16/14 09:04 PM
67.8.171.23

Edit Reply Quote Quick Reply
Quote:
His_Most_Royal_Highass_Donkey writes:

Thanks



Any Explorer Corps' rules for gunning down capital missiles are obsolete as they applied to BattleSpace. BattleSpace was replaced over a decade ago with AT2 and its derivatives: AT2R and Total Warfare / Strategic Operations.

Total Warfare says capital missiles are immune to standard AMS. In Strategic Operations p.96-97, the Advanced Point Defense rules allow you shoot down the missiles by doing damage with point defense weapons (see below) equal to the damage inflicted by the missile. If you damage the missile but don't reach the destruction threshold, instead you add a +1 to its to-hit roll per 10 standard points of damage inflicted on it. If the to-hit number reaches 13 or higher, the missile automatically misses.

Point defense weapons are anything listed as "point defense" in the Tech Manual p. 352 Aerospace Weapon Classes chart. Basically, they include machine guns, small lasers, standard flamers (not vehicular - they don't work in space), and AMSs. They have a range of 1 when used in point defense mode. That range is important because point defense weapons don't just protect their own unit. A player may also declare that a point defense bay engages missile volleys passing through its own hex or the hexes in its firing arc. They fall into two groups:

Group 1: Not AMSs. You find the total damage value of non-AMS point defense weapons in a point defense bay, divide by two and round down. This is the amount of damage that may be subtracted from a missile volley, or the damage used to determine if you shoot down a capital missile. For example, if you had a point defense bay of 20 machine guns (40 points of damage), they would do 20 points of damage in point defense mode. That's enough to completely degrade an LRM 20 volley that pass through their firing arc (range of 1) or destroy a Barracuda capital missile. Group 1 point defense weapons may be used once per turn.

Group 2: AMSs (standard or laser AMS). This is the kick **** group. For aerospace point defense purposes, one AMS inflicts 3 points of damage on a capital missile or missile volley, no halving that output. When mounted on large craft (i.e., anything but fighters or small craft), AMSs may be fired an unlimited number of times per turn, but only once per volley of capital missile and you must spend ammo and deal with heat normally. This means that, for example, if a WarShip with a point defense bay of 8 AMSs (24 point defense points) was attacked by 8 Barracudas, 8 LRM 20 volleys, and 2 Killer Whale missiles all from the same firing arc, it would be able to knock down the 8 Barracudas, 8 LRM volleys, and add +2 to the attack roll of the Killer Whales by firing 18 times in that turn. However, the bay could not fire two at a Killer Whale to destroy it, and it has to deal with all that heat and ammo usage.

This system makes it worthwhile to build specialized point defense fighters and DropShips to escort other vessels. And, obviously, to load up on AMSs on any design.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
the_tick_rules
04/11/15 01:34 PM
68.62.55.57

Edit Reply Quote Quick Reply
I was all set to change my battleship to get way more ams after reading that but then I looked it up in strat ops. At least in my version on page 99 it says it has to sustain capital damage equal to it's attack value. You'd need almost 70 ams to shoot down a missile then.
Pages: 1
Extra information
0 registered and 36 anonymous users are browsing this forum.

Moderator:  Nic Jansma, Cray, Frabby, BobTheZombie 

Print Topic

Forum Permissions
      You cannot start new topics
      You cannot reply to topics
      HTML is disabled
      UBBCode is enabled

Topic views: 4743


Contact Admins Sarna.net