Advanced Fired Missile (AFM)

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ATN082268
12/02/15 09:31 PM
69.128.58.222

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Advanced Fired Missile (AFM)

Overview:

When Clan Snow Raven experienced heavy losses to their ground forces in Operation Klondike, they were forced to strengthen themselves through Naval forces. This set the stage for their continued emphasis on Naval forces and technology with their Naval assets being the largest of any Clan. The more heavily used and sophisticated simulators help ensure the superiority of their Naval arm. This focus has lead to a number of breakthroughs, including the Leviathan Battleship and, more recently, the sophisticated Naval Capital Missile weapon system called the Advanced Fired Missile (AFM). The AFM is a first strike weapon which can damage the enemy before they have a chance to respond. This capability can help destroy a small target without fear of return fire or hamper a unit's combat effectiveness with a critical hit.

Statistics:

Technology Base: Clan
Heat: 30
Damage: 4 Capital/ 40 Standard
Range: Extreme
Short: 1-12
Medium: 13-24
Long: 25-36
Extreme: 37-48
Launcher: 200 tons
Ammunition: 60 tons per Missile
Cost: Launcher- 200,000 C-Bills/ Ammunition 40,000 per Missile.
Battle Value: Launcher- 850/ Ammunition 100 per Missile.

Game Notes:

The AFM is treated as a standard Naval Killer Whale Capital Missile and follows all rules in Strategic Operations unless otherwise noted. The AFM is fired at the beginning of the movement phase, before any units have moved and the to hit/damage is resolved at the end of the movement phase after all units have moved. This means that damage (and effects) will take place before the normal combat phase of the turn. Line of sight from the attacker to the target is required when firing but not when resolving to hit/damage. Use the shortest, valid path from launching hex to the target when determining the to hit number and location hit with a choice of equal paths determined by the attacker. If no valid path exists, then the missile automatically misses.
ATN082268
12/08/15 12:56 AM
69.128.58.222

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AFM Specialized Ammunition.

Game Notes: All the AFM Specialized Ammunition in this section follows all rules for the AFM unless otherwise noted.

Stealth: Damage: 2 Capital/ 20 Standard. A penalty of -2 to the critical hit roll on the Capital Missile table. Ignores all Point Defense weapons/ systems. Cost: 60,000 C-Bills per missile. BV: 150 per missile.

Smart Bomb: Damage: 3 Capital/ 30 Standard. Can take any path to target, subject to all other rules including range. This means there doesn't have to be line of sight between the launching hex and the target at the end of the movement phase. If path crosses through (not into) a hex that blocks line of sight, missile automatically misses. Cost: 50,000 C-Bills per missile. BV: 125 per missile.

Mine: Damage: 3 Capital/ 30 Standard. Attack resolved with no bonus for attacking a stationary/ immobile hex and misses meaning missile is automatically destroyed. Missile in mined hex will attack first enemy unit which enters its hex or a randomly chosen enemy already in the hex. A missile attack automatically hits but with no chance for rolling on critical hit for Capital Missiles table. Missile damage is reduced by Point Defense weapons/ systems per standard rules. Cost: 45,000 C-Bills per missile. BV: 115 per missile.
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