Difference between revisions of "Retro-Streak Warhead"
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− | ==Description== | + | == 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. | + | 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== | + | == Rules == |
<div class="gamerules"> | <div class="gamerules"> | ||
− | ===Game 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.<ref | + | 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== | + | == References == |
<references/> | <references/> | ||
− | ==Bibliography== | + | |
+ | == Bibliography == | ||
* ''[[Unbound]]'' | * ''[[Unbound]]'' | ||
− | [[Category:Technology]] | + | [[Category:Technology|Retro-Streak Warhead]] |
− | [[Category:Alternate Ammunition]] | + | [[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]