Difference between revisions of "Retro-Streak Warhead"

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==Description==
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== Description ==
 
The '''Retro-Streak''' Warhead was designed to confuse standard [[Streak Missile Launcher|Streak missiles]], preventing them from successfully engaging a target. Any 'Mech equipped with a Retro-Streak system that was attacked by a Streak launcher would fire a counter-missile salvo. The incoming Streak rounds would see the Retro-Streak salvo and follow it instead of hitting the target.
 
The '''Retro-Streak''' Warhead was designed to confuse standard [[Streak Missile Launcher|Streak missiles]], preventing them from successfully engaging a target. Any 'Mech equipped with a Retro-Streak system that was attacked by a Streak launcher would fire a counter-missile salvo. The incoming Streak rounds would see the Retro-Streak salvo and follow it instead of hitting the target.
  
As it had absolutely no effect on other incoming missile types and took up twice the space of standard warheads,<ref>''Unbound'', p. 68</ref> by the late 3050's most armies had canceled their Retro-Streak warhead programs in favor of the [[Anti-Missile System]], [[Guardian ECM Suite]] and [[Stealth Armor]] systems that were effective against a multitude of weapons and sensors.
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As it had absolutely no effect on other incoming missile types and took up twice the space of standard warheads,<ref name="Up68">''Unbound'', p. 68, "(RS) Retro-Streak Warhead "</ref> by the late 3050's most armies had canceled their Retro-Streak warhead programs in favor of the [[Anti-Missile System]], [[Guardian ECM Suite]] and [[Stealth Armor]] systems that were effective against a multitude of weapons and sensors.
  
==Rules==
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== Rules ==
 
<div class="gamerules">
 
<div class="gamerules">
===Game Rules===
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=== Game Rules ===
In game terms, the Retro-Streak system would cause any Streak missiles to lose their automatic lock. They would have to roll against the Missile To-Hit table like normal SRMs, and apply a -2 modifier as well. This could lead to all Streak missiles missing the target.<ref>''Unbound'', p. 68</ref>
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In game terms, the Retro-Streak system would cause any Streak missiles to lose their automatic lock. They would have to roll against the Missile To-Hit table like normal SRMs, and apply a -2 modifier as well. This could lead to all Streak missiles missing the target.<ref name="Up68"/>
 
</div>
 
</div>
  
==References==
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== References ==
 
<references/>
 
<references/>
==Bibliography==
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== Bibliography ==
 
* ''[[Unbound]]''
 
* ''[[Unbound]]''
  
  
[[Category:Technology]]
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[[Category:Technology|Retro-Streak Warhead]]
[[Category:Alternate Ammunition]]
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[[Category:Alternate Ammunition|Retro-Streak Warhead]]

Revision as of 18:01, 7 May 2016

Description

The Retro-Streak Warhead was designed to confuse standard Streak missiles, preventing them from successfully engaging a target. Any 'Mech equipped with a Retro-Streak system that was attacked by a Streak launcher would fire a counter-missile salvo. The incoming Streak rounds would see the Retro-Streak salvo and follow it instead of hitting the target.

As it had absolutely no effect on other incoming missile types and took up twice the space of standard warheads,[1] by the late 3050's most armies had canceled their Retro-Streak warhead programs in favor of the Anti-Missile System, Guardian ECM Suite and Stealth Armor systems that were effective against a multitude of weapons and sensors.

Rules

Game Rules

In game terms, the Retro-Streak system would cause any Streak missiles to lose their automatic lock. They would have to roll against the Missile To-Hit table like normal SRMs, and apply a -2 modifier as well. This could lead to all Streak missiles missing the target.[1]

References

  1. 1.0 1.1 Unbound, p. 68, "(RS) Retro-Streak Warhead "

Bibliography