Difference between revisions of "Manta Ray"

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{{InfoBoxWeapon
 
{{InfoBoxWeapon
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| image = [[File:Manta Ray missile.jpg|191px]]
 
| name = Manta Ray
 
| name = Manta Ray
 
| Type = Capital Missile
 
| Type = Capital Missile
| Tech Base = [[Star League]]
+
| Tech Base = [[Inner Sphere]]<br>[[Clan]]
| Year Availability = [[3072]]<ref>''[[Tactical Operations]], p. 344''</ref>
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| Year Availability = [[3072]]<ref>''Tactical Operations'', p. 344</ref>
 
| Heat = 21
 
| Heat = 21
| Damage = 5 Capital<br>50 Standard<ref>''[[Tactical Operations]], p. 410''</ref>
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| Damage = 5 Capital<br>50 Standard<ref>''Tactical Operations'', p. 410</ref>
 
| Minimum Range = N/A
 
| Minimum Range = N/A
| Short Range = 1-3<ref>''[http://www.classicbattletech.com/downloads/StrategicOperations_RecordSheets_and_CompiledTables.pdf Strategic Operations Record Sheets and Compiled Tables PDF download], p. 31''</ref>
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| Short Range = 1-3<ref>''Strategic Operations Record Sheets and Compiled Tables'', p. 31</ref>
 
| Medium Range = 4-5
 
| Medium Range = 4-5
 
| Long Range = 6-7
 
| Long Range = 6-7
 
| Extreme Range = 8-9
 
| Extreme Range = 8-9
| Tons = 200<ref>''[[Tactical Operations]], p. 411''</ref>
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| Tons = 160<ref name=TOE>[https://bg.battletech.com/wp-content/uploads/2019/12/Tactical-Operations-2019-12-06-v3.03.pdf ''Tactical Operations'' Errata]</ref>
| Ammo Per Ton = 33.3 (3 rounds per 100 tons)<ref>''[[Tactical Operations]], p. 410''</ref>
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| Ammo Per Ton = 1/18 (one missile weighs 18 tons)<ref name=TOE />
 
| Cost (unloaded) = 150,000
 
| Cost (unloaded) = 150,000
 
| Ammo Cost (per ton) = 30,000
 
| Ammo Cost (per ton) = 30,000
 
| BV (1.0) =  
 
| BV (1.0) =  
| BV (2.0) = 396 (launcher), 50 (ammunition)<ref>''[[Tactical Operations]], p. 384''</ref>
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| BV (2.0) = 396 (launcher), 50 (ammunition)<ref>''Tactical Operations'', p. 384</ref>
 
}}
 
}}
  
 
==Description==
 
==Description==
The '''''Manta Ray''''' sub-capital missile is the largest in service. With a launcher that weighs as much as a pair of ''[[Stuka]]'' AeroSpace Fighters and capable of firing missiles that weigh more than a ''[[Thrush]]'', the ''Manta Ray'' can inflict significant damage to an enemy DropShip or WarShip. The ''Manta Ray'', like all Sub-Capital Missiles, is also very dangerous to AeroSpace Fighters because it uses very effective guidance systems and maneuvering engines to bring it to target.
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The '''Manta Ray''' sub-capital missile is the largest in service. With a launcher that weighs more than a pair of ''[[Hammerhead (Aerospace Fighter class)|Hammerhead]]'' aerospace fighters and capable of firing missiles that weigh almost as much as a ''[[Seydlitz]]'', the ''Manta Ray'' can inflict significant damage to an enemy DropShip or WarShip. The ''Manta Ray'', like all Sub-Capital Missiles, is also very dangerous to aerospace fighters because it uses very effective guidance systems and maneuvering engines to bring it to target.
 +
 
 +
The Manta Ray is fearsome enough when used on a [[Pocket WarShip]], but it can also be mounted on the surface of a world and used to defend against invasion. These missile systems can also function as missile artillery in a manner similar to the [[Arrow IV]], but they aren't optimized for this duty. Nevertheless, having a Manta Ray on land near ground units is a sure way to disrupt enemy plans.
  
The ''Manta Ray's'' is fearsome enough when used on a [[Pocket WarShip]], but it can also be mounted on the surface of a world and used to defend against invasion. These missile systems can also function as missile artillery in a manner similar to the [[Arrow IV]], but they aren't optimized for this duty. Nevertheless, having a ''Manta Ray'' land near ground units is a sure way to disrupt enemy plans.
 
 
 
==Models==
 
==Models==
{{sectionstub}}
+
The Manta Ray missile system only has one model.
 
 
==Game Notes ==
 
 
 
The ''Manta Ray'' doesn't have a to-hit modifier against targets smaller than 500 tons.<ref>''[[Tactical Operations]], p. 343''</ref>
 
  
If an AeroSpace Fighter is hit by a ''Manta Ray'', there is a chance that it will suffer a critical hit. This is in addition to any critical hit that results from damage.
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==Rules==
 +
<div class="gamerules">
 +
===Game Rules===
 +
The Manta Ray doesn't have a to-hit modifier against targets smaller than 500 tons.<ref>''Tactical Operations'', p. 343</ref>
  
When used as surface to surface artillery the ''Manta Ray'' functions as a "dumb" Arrow IV missile, ignoring any [[TAG]] benefits. As the missile isn't designed for this purpose, it also imposes a +2 to hit modifier.<ref>''[[Tactical Operations]], p. 343''</ref>
+
If an AeroSpace Fighter is hit by a Manta Ray, there is a chance that it will suffer a critical hit. This is in addition to any critical hit that results from damage.
  
 +
When used as surface to surface artillery the Manta Ray functions as a "dumb" Arrow IV missile, ignoring any [[Target Acquisition Gear|TAG]] benefits. As the missile isn't designed for this purpose, it also imposes a +2 to hit modifier.<ref>''Tactical Operations'', p. 343</ref>
 +
</div>
  
 
==References==
 
==References==
 
<references />
 
<references />
  
 +
==Bibliography==
 +
*''[[Tactical Operations]]''
  
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Capital Weapons]]
 
[[Category:Capital Weapons]]
 
[[Category:Sub-Capital Weapons]]
 
[[Category:Sub-Capital Weapons]]
[[Category:Sub-Capital Missile]]
+
[[Category:Sub-Capital Missiles]]
 
[[Category:WarShip Weapons]]
 
[[Category:WarShip Weapons]]
 
[[Category:Missile Weapons]]
 
[[Category:Missile Weapons]]

Latest revision as of 05:00, 17 August 2023

Manta Ray missile.jpg
Manta Ray
Production information
Type Capital Missile
Tech Base Inner Sphere
Clan
Year Availability 3072[1]
Technical specifications
Heat 21
Damage 5 Capital
50 Standard[2]
Minimum Range N/A
Short Range 1-3[3]
Medium Range 4-5
Long Range 6-7
Extreme Range 8-9
Tons 160[4]
Ammo Per Ton 1/18 (one missile weighs 18 tons)[4]
Cost (unloaded) 150,000
Ammo Cost (per ton) 30,000
BV (2.0) 396 (launcher), 50 (ammunition)[5]

Description[edit]

The Manta Ray sub-capital missile is the largest in service. With a launcher that weighs more than a pair of Hammerhead aerospace fighters and capable of firing missiles that weigh almost as much as a Seydlitz, the Manta Ray can inflict significant damage to an enemy DropShip or WarShip. The Manta Ray, like all Sub-Capital Missiles, is also very dangerous to aerospace fighters because it uses very effective guidance systems and maneuvering engines to bring it to target.

The Manta Ray is fearsome enough when used on a Pocket WarShip, but it can also be mounted on the surface of a world and used to defend against invasion. These missile systems can also function as missile artillery in a manner similar to the Arrow IV, but they aren't optimized for this duty. Nevertheless, having a Manta Ray on land near ground units is a sure way to disrupt enemy plans.

Models[edit]

The Manta Ray missile system only has one model.

Rules[edit]

Game Rules[edit]

The Manta Ray doesn't have a to-hit modifier against targets smaller than 500 tons.[6]

If an AeroSpace Fighter is hit by a Manta Ray, there is a chance that it will suffer a critical hit. This is in addition to any critical hit that results from damage.

When used as surface to surface artillery the Manta Ray functions as a "dumb" Arrow IV missile, ignoring any TAG benefits. As the missile isn't designed for this purpose, it also imposes a +2 to hit modifier.[7]

References[edit]

  1. Tactical Operations, p. 344
  2. Tactical Operations, p. 410
  3. Strategic Operations Record Sheets and Compiled Tables, p. 31
  4. 4.0 4.1 Tactical Operations Errata
  5. Tactical Operations, p. 384
  6. Tactical Operations, p. 343
  7. Tactical Operations, p. 343

Bibliography[edit]