Missile Rules, an Expansion

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NathanKell
05/29/02 02:10 AM
24.44.238.62

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An expansion and modification of Froggie's excellent AT2 Missile Rules.

Changes:

{TN = Target Number}

Global:

Minimum range does not apply if the target is at 0 velocity

Clarification for the opposed control rolls. After the roll, the attacker's Margin of Success (a Margin of Failure should be counted as a negative MoS) is subtracted from the target's, and then the size modifier (-2 for DropShips and -4 for WarShips) is applied to the number. The final number is the modifier to the missile's Target Number.

A fighter/SC firing missiles may only attack one target per turn, but may fire as many missiles as it chooses. In addition, a fighter may fire its weapons against that target, but recieves a +4 penalty to the control roll and a +1 penalty to the weapons' TNs, or a +3 penalty to the weapons' TNs and a +1 to the missile's TN if there is no control roll.

Internal Carraige:
Internal launchers may be equipped. They may only use one type of missile or bomb. They mass .5 tons per slot of their ordinance (bombs require 1 slot, most missiles 2). Each round masses .25 tons, multiplied by the number of slots (e.g. HS missiles, which take up two slots, mass .5 tons). The launcher may have reloads, but the reloads may only be fired on successive turns. For example, a 100-ton aerospace fighter has 20 bomb slots, and thus 20 internal slots. It could thus devote all those internal slots to heatseakers, and so have 10 HS launchers. The launchers would mass .5 * 2 * 10 = 10 tons, and each set of rounds would add another .25 * 2 * 10 = 5 tons. 15 tons total would give 10 HS carried internally. For 20 tons the fighter could fire 10 HS each turn for two turns. Reloads are limited per launcher to ordinance equal to or less than the half total of bomb slots. That same 100-ton fighter with its 10 HS launchers could carry 20 reloads per launcher; equipped for torpedoes, that fighter could carry 3 launchers with 3 rounds each. Internally fired missiles generate twice their usual heat.

External Carraige Thrust Reductions, per fighter class
Light: -1 Safe Thrust per 5 bomb slots or portion thereof
Medium: -1 Safe Thrust per 10 bomb slots or portion thereof
Heavy: -1 Safe Thrust per 15 bomb slots or portion thereof
Recalculate Max Thrust based on the new Safe Thrust.

Ordinance

All missiles produce 2 heat per slot when fired.

HARM: For fighters and small craft, if the target fired previous turn, the TN penalty is reduced to +2. The turret destroyed must be from the targeted arc.

Torpedoes: -1 penalty on the Crit roll. Attacks against fighters and small craft are at +6. Torpedoes may be fired against ground units, with a +2 penalty to the TN. For ground unit damage: Vehicles are destroyed on a roll of 5+; 'Mechs on a roll of 6+. Units which survive the instant-destruction roll must roll for critical hits (as well as normal critical hits caused by damage) on the location hit: Vehicles roll four times with a +4 modifier; Mechs roll four times with a +3 modifier.


Clan Tech Rules:
Clan HS missiles can target all facings. Aft is -2, aft-right/left is -1, others are +0. Engine damage add bonuses as normal. Additional bonus for heat is for *total heat generated* last turn, not remaining heat after heat sinks: -1 for 15, -2 for 30, etc.

HS is 30 damage.
RH / HIR is 40 damage.
IR is 28 damage.
DF is 45 damage.
AGM is 35 damage.
FF / HARM is 25 damage.
Missiles with asterisks (*) are Clan-only.


Countermeasures:
Chaff is now known as CMs.
CM pods now require only 1 bomb slot.

All fighters begin with 20 countermeasures. Each CM pod adds 15 to this amount. CMs may be allocated internally, with 40 CM/ton. When attacked, a fighter may choose to drop CMs. Roll 2D6. On a 9+ roll, the missile strays. For a bonus of -x to this roll, the fighter must drop 2^x CMs. For example, for a 7+ the fighter must drop 4 CMs, since 7=9-2 so x = 2, so 2^2 = 4. HS Missiles get a +1 to the TN for this roll, and IR missiles a +2. For every four additional missiles (round up) the number of CMs dropped must be doubled. This roll takes place after point defense.

Dropships and Warships may carry CMs. CMs mass .00075% ship's mass each for dropships, and .0005% mass each for warships. Both get 30 free. Decoys, which are used to trick torpedoes, mass .015% mass and .01% mass each for dropships and warships respectively. They function in a similar manner to CMs, except that for every 8 additional torpedoes the number must be doubled.

If not enough CMs / Decoys remain for even the lowest level of deployment: for every 1 less than required there is a +1 penalty. The TN may never rise above 12, however.

ECM:

ECM adds a -2 bonus to the CM die roll against HS, a -3 against RH and Standard Torps, and a -1 for ImRecs of both sizes. This modifier may be increased in the same exponential way as countermeasures, using the number of jammers active on the target's side. Light and Heavy Torps and PHX have special ECCM ability. They do not suffer the standard ECM modifier, but if their target is not the source of the jamming roll 2D6 before the second (attack) roll. On a 9+ (8+ for LTs, 7+ for HTs) they attack the jammer instead. In this case, roll the attack roll with an additional -2 modifier. If the target is the source of the jamming disregard the above rule and add a -3 bonus to the missile's TN. For LTs, these bonuses are -1 and -2; HTs are 0 and -1. Using this rule a jammer craft can "soak up" missile attacks and then drop lots of CMs. HARMs always attack a jammer, and receive a -4 when doing so.
When there are multiple jammers and ECCM missiles: there is a +1 penalty to each attack bonus for exponential increases in jammers.

ECM may be carried in an external pod; if so, it takes up 3 bomb slots.


New Missiles:

Radar-Homing (RH) Missile

Radar-homing (RH) Missiles are an old standby that date back to the days before mankind left Terra. They are directed at firing by the fighter's radar system; once launched they "go active" and track using their own built-in radar. They have a longer range than HS missiles, and do more damage, but take up more space.

- RH Missiles take up 3 bomb slots.
- The RH Missile has difficulty picking up radar reflections in the immediate vicinity, let alone maneuvering towards the target at such close quarters. For this reason, the RH Missile cannot be fired at a target within 1 or 2 hexes.
- Range is 3-8 (short), 9-17 (medium), 18-22 (long), 23-28 (extreme)
- Damage is 35 points standard-scale, 3.5 points Capital-scale.
- Cost is 110,000 C-bills.


Heavy Image-Recognition (HIR) Missile

The Heavy Image-Recognition (HIR) Missile utilizes a micro-camera and small software suite in the warhead that takes a picture of the target, and keeps that target in memory, making small adjustments towards that target during flight. This greatly increases accuracy. The HIR Missile is an upgraded version of the standard IR missile, and is equivalent in range and destructive power to the RH missile it supercedes. Like its predecessor the RH missile, however, it takes up more space.

- HIR Missiles take up 3 bomb slots.
- HIR Missiles have a -1 bonus to their TN.
- Because the missile is constantly correcting itself, the modifiers at longer ranges are reduced. The penalty for Medium Range is +1 (instead of +2), at Long Range is +3 (instead of +4), and Extreme Range is +6 (instead of +8).
- The IR Missile cannot get a proper picture when the target is immediately close. For this reason, the IR Missile cannot be fired at targets in an adjacent hex.
- Range is 2-8 (short), 9-17 (medium), 18-22 (long), 23-28 (extreme)
- Damage is 35 points standard-scale, 3.5 points Capital-scale.
- Cost is 130,000 C-bills.


Air-to-Ground (AGM) Missile

Air-to-Ground missiles are effective weapons for fighters and bombers when they perform ground strikes. Laser, Optical (ImRec), and Infrared (HS) AGMs exist.

- AGMs take up 2 bomb slots
- AGMs may only engage ground targets.
- Range is 1-4 (short), 5-8 (medium), 9-12 (long), 13-16 (extreme)
- Laser AGMs hit on a 3+ at any range, but require a target to be painted.
- IR AGMs recieve a -1 bonus to the TN, and the modifiers at longer ranges are reduced. The penalty for Medium Range is +1 (instead of +2), at Long Range is +3 (instead of +4), and Extreme Range is +6 (instead of +8).
- Infrared AGMs recieve the same bonuses as the above modified HS missiles.
- Damage is 35 points standard-scale.
- Cost is 80,000/100,000/70,000 C-bills.


Air-Launched Cruise (ACM) Missile*

The Air-Launched Cruise Missile is the ultimate in air-to-ground weaponry. Though the Heavy Torpedo may be stronger, the ACM is a fighter's best AG ordinance. The Arrow IV is the best-known cruise missile, and it too can be air-launched; the difference is in the stand-off potential of the ACM and its sophisticated electronics. The ACM navigates based on GPS / orbital positioning (where available) and Inertial Guidance, and landmark recognition; final homing is via radar. Though a painted target is not needed, the ACM mounts a small laser seeker for when target designation is available. In addition, the missile is programmed for Nape-of-Earth flight and high-G jinkig to avoid point-defense fire.

- ACMs take up 4 bomb slots
- ACMs may only engage ground targets.
- ACMs recieve a -1 bonus to the TN, and an additional -4 if the target is painted.
- Range is 1-8 (short), 9-16 (medium), 17-23 (long), 23-29 (extreme)
- Point Defense fire against ACMs recieves a +4 penalty (ie 10+) to the TN due to their NOE flight and jinking.
- Damage is 65 points standard-scale.
- Critical effects for vehicles and battlemechs are as a standard torpedo.
- Cost is 125,000 C-bills.


Phoenix Interceptor (PHX) Missile*

The Phoenix Interceptor Missile, or anti-bomber missile, is a special load for interceptors. Its sophisticated guidance system allows it to engage targets at extreme ranges with great accuracy, and its large payload allows it to damage or destroy the largest fighters and bombers. This range, accuracy, and power come with a price however: the Phoenix missile takes up as much space as its close cousin the Light Torpedo.

- PHX Missiles take up 4 bomb slots.
- PHX Missiles may not attack ground targets.
- PHX Missiles take two PD shots tot destroy (see rules for Torpedo).
- PHX Missiles, because of their size and specialized guidance software, have trouble tracking small and agile fighters. For every 20 tons below 100 and every two safe thrust points above 5, the missile suffers a +1 penalty to the TN (round up). For example, a Swift would be almost impossible to hit, since it would incur a (100-25 = 75/20=4 (round up), + (13-5)/2=4) +8 modifier, not including range. A Stuka, on the other hand, recieves no modifier.
- PHX Missiles have ECCM (see ECM)
- PHX Missiles have the following TN modifiers based on range: 1-3 (+1), 3-6 (0), 7-15 (-1), 16-20 (0), 21-26 (+1), 27-32 (+2) 32-36 (+4) 37-43 (+7). These modifiers replace the normal range modifiers. All normal modifiers for Target and Attacker apply.
- Damage is 50 points standard-scale, 5 points Capital-scale.
- Cost is 160,000 C-bills.


Light Torpedo*

Otherwise known as a "ship-killer", the torpedo is the only capital-scale weapon that can be fitted to a fighter or small craft. Light Torpedoes are lighter versions of the standard torpedo; they do less damage, but are far more manueverable and can target, albeit with difficulty, smaller ships; they are thus harder for point defense to kill as well. In addition, the LT takes up only two-thirds the space of a standard torpedo.

- LTs require 4 bomb slots.
- LT take two PD shots to destroy (see rules for Torpedo), and Point Defense fire recieves a +2 penalty to the TN.
- The torpedo cannot easily be fired at anything smaller than a dropship; when fired against fighters, the LT suffers a +4 penalty. Small craft targets suffer a +2 penalty. This does not apply to ground vehicles.
- +1 penalty to the size modifiers above SC (500+ tons), so a DropShip gives a bonus of only -1 to the TN.
- Because of the torpedo's nature, no opposing Control Roll is made, unless the target is a fighter or small craft.
- LTs have ECCM.
- Light Torpedoes have the following TN modifiers based on range: 1-2 (-2), 3-6 (-1), 7-12 (+1), 13-17 (+2), 18-22 (+3), 23-27 (+4), 28-32 (+6), 33-37 (+8). These modifiers replace the normal range modifiers. All normal modifiers for Target and Attacker apply.
- Damage is 60 points standard-scale, 6 points Capital-scale.
- Torpedoes do significant internal damage. On a successful attack, make a roll for critical hits as if the Damage Threshold was exceeded, with a -3 modifier to the roll. This roll is in addition to any other normally-required critical hit rolls. For example a successful torpedo hit that exceeds the Damage Threshold would require 2 rolls for potential critical hits.
- For ground units: the attack gains a -1 bonus to the TN. After the to-hit roll, roll again for damage. Vehicles are destroyed on a roll of 6+, 'Mechs on a roll of 7+. Units which survive the roll must roll for critical hits: Vehicles roll four times with a +4 modifier; Mechs roll three times with a +3 modifier.
- Cost is 130,000 C-bills.


Heavy Torpedo*

Otherwise known as a "ship-killer", the torpedo is the only capital-scale weapon that can be fitted to a fighter or small craft. Heavy torpedoes are larger and more powerful versions of standard torpedoes; they have a greater range and half-again the firepower. They are slightly less maneuverable, however, and take up more space.

- HTs require 8 bomb slots.
- HTs cannot be fired at any ship massing less than 500 tons.
- HTs take three PD hits to destroy. On the first hit, the damage becomes 8 capital and the TN is at +1. On the second hit, the damage becomes 5, the TN is at +3, and the crit roll has a -2 modifier. On the third hit, the HT is destroyed.
- Because of the torpedo's nature, no opposing Control Roll is made.
- Heavy Torpedoes have the following TN modifiers based on range: 1-2 (-1), 3-5 (+0), 6-10 (+1), 11-15 (+2), 16-20 (+3), 21-25 (+5) 26-30 (+7). These modifiers replace the normal range modifiers. All normal modifiers for Target and Attacker apply.
- +2 penalty to the size modifier.
- Damage is 120 points standard-scale, 12 points Capital-scale.
- Torpedoes do significant internal damage. On a successful attack, make a roll for critical hits as if the Damage Threshold was exceeded. This roll is in addition to any other normally-required critical hit rolls. For example a successful torpedo hit that exceeds the Damage Threshold would require 2 rolls for potential critical hits.
- For ground units: There is a +2 modifier to the TN. Vehicles are destroyed if hit. If the target is a mech, roll again for damage. On a roll of 3+ the 'mech is destroyed. Units which survive the roll must roll for critical hits: roll four times with a +6 modifier. Any unprotected infantry in the surrounding hexes are destroyed; 'Mechs and vehicles take 25pts damage in 5-point clusters; Battle armor squads and infantry platoons in cover take 15pts in 3-point clusters.
- Cost is 145,000 C-bills.
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
Hurlbut
05/30/02 07:53 PM
204.96.225.45

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Hmmm? Weapons for the BT that would normally have mininum ranges, lose them in the AT2.
NathanKell
05/30/02 10:53 PM
24.44.238.62

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As a modification of Froggie's rules I kept the minimum ranges, figuring he had a good reason for leaving them in.
However, for myself, I'd take them out right quick--36km is a rather large minimum range!
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
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