Can LRMs with special warheads be hot loaded?

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Karagin
09/11/19 08:51 AM
72.176.171.47

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Okay this came up, can LRMs with special warheads like the EMP thing from THB etc..be hot loaded like normal LRMs?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
FrabbyModerator
09/11/19 11:34 AM
91.39.164.192

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Correct me if I'm wrong, but my impression was that "hot-loading" was an optional rule from Tactical Handbook.

As far as the core rules are concerned, there is no drawback to firing LRMs below their minimum range beyond the +1 to-hit for every hex below the threshold. As such, that would apply to any and all loadouts: They can be fired at any range, but incur the penalty when doing so.
ghostrider
09/11/19 12:02 PM
66.74.60.165

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The fluff of lrms that I have seen, suggests that they do not arm until they reach a certain distance. Well normal IS ones. Clan lrms are active when they leave the tubes.

As for hot loading, I really don't see why.
Though from a game view, I would think they would need time to 'reconfigure' or be loaded into the bins as such. Much like the manual/automatic modes seen in movies for dropping torpedoes from old planes.
Then again, there may well be a simple switch or button that changes arming range in the cockpit.
Again. As there is no difference in the ammo between IS and clan, I would think all can be instant armed out of tube.
Karagin
09/11/19 08:06 PM
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Quote:
Correct me if I'm wrong, but my impression was that "hot-loading" was an optional rule from Tactical Handbook.



Didn't it carry over to Max Tech?

Quote:


As far as the core rules are concerned, there is no drawback to firing LRMs below their minimum range beyond the +1 to-hit for every hex below the threshold. As such, that would apply to any and all loadouts: They can be fired at any range, but incur the penalty when doing so.



The plus one per hex issue would be a reason to hot load them.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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