wartang
11/29/03 11:30 AM
209.201.75.38
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waht are they i know there some missile weapon bu what are the rules for them
i love this game
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tgsofgc
11/29/03 01:58 PM
67.4.201.180
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Advanced Tactical Missiles Clan Level 2 (introduced by Clan Coyote 3053?) Book: Field Manual: Warden Clans The advanced tactical missile launcher gives units unmated versatility allowing them to alter the weapons use based on the type of ammo being fed into the launcher. The three types of ammo available are HE rounds (shortest range, 3 damage a missile), Regular ammunition (normal range, 2 damage a missile), LR rounds (long range, 1 damage a missile). Also due to the advanced design ATMs include a standard Artemis IV but may not mount any other specializations to the launcher, note this adds the normal +2 to determine missiles hit. ATMs always deal damage in 5 pt groupd, if the missiles deal more damage per missile than one, multiply the amount done per missile by the missiles that hit and divide into 5 pt groups. Due to technical limitations protomechs may not mount ATMs. ATM-3 Heat: 2 Min: 4 Short: 5 Med: 10 Long: 15 Weight: 1.5 tons Criticals: 2 Ammo: 20 ATM-6 Heat: 4 Min: 4 Short: 5 Med: 10 Long: 15 Weight: 3.5 tons Criticals: 3 Ammo: 10 ATM-9 Heat: 6 Min: 4 Short: 5 Med: 10 Long: 15 Weight: 5 tons Criticals: 4 Ammo: 7 ATM-12 Heat: 8 Min: 4 Short: 5 Med: 10 Long: 15 Weight: 7 tons Criticals: 5 Ammo: 5
Ammo: Standard: Damage: 2/missile use ranges listed HE Damage: 3/missile min: - short: 3 med: 6 long: 9 LR Damage: 1/missile min: 4 short: 9 med: 18 long: 27
They can be pretty overpowering / munchkinny.
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
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Cray
11/29/03 05:07 PM
67.8.168.19
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They're supposedly "advanced" Clan missiles, "Advanced Tactical Missiles." But, for the post part, they suck. Stick with Clan LRMs. Clan LRMs only need 1 type of ammo to do what the so-called "versatile" ATMs need 3 types of ammo to do.
Basically, ATMs have 3 types of ammo:
Short range, which do 3 points of damage per missile, and have a range of 1-3/4-6/7-9. Medium range, which do 2 points of damage per missile, and have a range of 1-5/6-10/11-15, minimum 4. Long range, which do 1 point of damage per missile, and have a range of 1-9/10-18/19-27 (IIRC), minimum 4.
They're very weak for their tonnage. When you start looking at target numbers and damage, Clan LRMs generally outperform ATMs without needing to swap between ammo types. ATMs have a few strong points (like 1-3 hexes with short range ammo, and 22-27 hexes with long-range ammo) where they outperform Clan LRMs, but it's usually not worth the trouble.
ATM damage is applied in 5-point groups. ATM launchers have a built in Artemis IV FCS.
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.
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wartang
11/30/03 12:42 AM
209.201.75.42
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thank you
i love this game
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