Guided Lock-On High Atmosphere Missiles

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tgsofgc
11/15/03 05:32 AM
67.4.201.139

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What do you get when an lrm decides to behave like artillery. This "technology" represents a medium to long range (in mech terms) weapon that gathers most of its damage from gravity by basically flying to high altitudes and then making a guided fall onto the target. The result is like a mini-icbm that is carried and fired by mechs.

Rules:
GLHA Missile Launchers are highly specialized and can only launch GLHA Missiles. In a mechwarrior campaign where these weapons are present treat this as a logistical problem, namely these finicky weapons are less likely to work with any old brand of ammunition.

GLHA Missile Launchers currently come in 3 sizes, 2 of which can be mounted in a mech.
To fire a GLHA Missile Launcher the pilot makes a normal attack roles as with any other targetted weapon versus any unit (GLHA Missile Launchers can not be fired at units under their minimium range). If this role fails treat this like you would a streak launcher, namely it generates no heat and uses no ammo this turn. If the role is succesful the missile load has "launched" skyward. Next turn make another to hit role this to hit role uses the following to hit numbers:
The firing units gunnery:
+target movement modifier
+any terrain the unit is standing in
+1
+(if the first to hit role was a glancing blow +2)

If this to hit roll is successful the missile/s have adequately manuevered in the high atmosphere and will make a successful attack. GMs may handle misses as desired. Possibilities are atmospheric destruction, long miss (possibly hitting other precarous places far away), or treat like a scattered miss (such as on artillery).

GLHA-10
Weight: 10 tons (same as a LRM-20)
Heat: 8 (2 more than an LRM-20)
Critical Size: 6 (1 more than an LRM-20)
Damage: *Roll on the missile table 10, the unit targeted (and any others in the same hex) take 10+the rolled number in 5 point groups, all units in the adjacent hexes take damage equal to the rolled number in groups of 5
Range:
*Note this only matter on the launch roll
Min: 4 (2 less than LRMS)
Short: 6 (1 less than lrms)
Medium: 12 (2 less than lrms)
Long: 18 (3 less than lrms)

GLHA-20
Weight: 18 tons
Heat:18
Critical Size: 8
Damage: To targeted unit 15+roll on missile 20 in 5 pt groups the adjacent hexes take the roll in 5 pt groups
Min: 4
Short: 6
Medium: 12
Long: 18

Ammo (GLHA-10) 8 shots per ton, on ammo explosion each unused shot causes 20 damage
Ammo (GLHA-20) 4 shots per ton, on ammo explosion each unused shot causes 40 damage

Costs:
Well I'm kinda shakey here but I figure this should be expensive especially the specialized ammo/missiles
GLHA-10 Launcher costs 500,000 (Tbolt-20 and ELRM-20 costs 450,000)
GLHA-10 Ammo 120,000 a ton (60,000 for artemis IV +60,000 for fragmentation)
GLHA-20 Launcher costs 800,000 (causes your adding tubes but not as many control components)
GLHA-20 Ammo 120,000 a ton (60,000 for artemis IV +60,000 for fragmentation)

BV-
Per ton of Ammo 25 (23 standard lrm +2)
GLHA-10 225 (ELRM-20 is 236 and Thunderbolt-20 is 305)
GLHA-20 450 (just double the GLHA-10)

Let me know what you think. Please note these aren't that hard to defend against as long as you know how respond. Namely you can rush their mechs, forcing collateral damage, or go take cover in some woods to get the missiles targeting to miss. Definately a new intressting form of onboard artillery for mechs. Also anyone who likes this weapon and wants to feel free to develop rules for specialized tag spotting beyond its long range (namely a crudy arrow 4 as a secondary function).
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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