Stingray (missile)
Stingray | |
Production information | |
Type | Capital Missile |
Tech Base | Inner Sphere Clan |
Year Availability | 3072[1] |
Technical specifications | |
Heat | 12 |
Damage | 3.5 Capital 35 Standard[2] |
Minimum Range | N/A |
Short Range | 1-6[3] |
Medium Range | 7-12 |
Long Range | 13-18 |
Extreme Range | 19-24 |
Tons | 120[4] |
Ammo Per Ton | 1/12 (one missile weighs 12 tons)[4] |
Cost (unloaded) | 85,000 |
Ammo Cost (per ton) | 19,000 |
BV (2.0) | 496 (launcher), 62 (ammunition)[5] |
Description[edit]
One of the more effective Sub-Capital Missiles, the Stingray could inflict 75% of the damage of a Swordfish missile at twice the range. In addition, the relatively small size of the missiles meant that their magazines could carry twice as much ammunition when compared to the Swordfish. This meant that a Pocket WarShip armed with a Stingray missile launcher could harass enemy shipping for quite a while.
Though it only has half the range of the Killer Whale, it also cost 55% as much to produce as that system. This allowed the Word of Blake to manufacture twice as many launchers as it would have had otherwise.
Models[edit]
The Stingray missile system only has one model.
Notes[edit]
Game Notes[edit]
The Stingray doesn't have a to-hit modifier against targets smaller than 500 tons.[6]
If an AeroSpace Fighter is hit by a Stingray, 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 Stingray 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]