Difference between revisions of "Artillery"

(→‎Game Rules: Added in links to general combat vehicles and the VTOL page. Submarines don't have a linked page that I know how to link to yet.)
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Artillery may be fired directly or indirectly. However, artillery is most effective when fired indirectly.  Artillery attacks are area-effect weapons, and so all rules that apply to such weapons also apply to artillery attacks.
 
Artillery may be fired directly or indirectly. However, artillery is most effective when fired indirectly.  Artillery attacks are area-effect weapons, and so all rules that apply to such weapons also apply to artillery attacks.
  
Artillery damage is determined by the hex where the shot landed, and the target proximity to the bursting shell (assuming it's a conventional HE artillery shell/missile). All damage is applied in 5 point groups according to the CBT Cluster Table. For each hex away from the point of impact, reduce the damage recieved by subtracting 10 from the base damage value per hex of distance.
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Artillery damage is determined by the hex where the shot landed, and the target proximity to the bursting shell (assuming it's a conventional HE artillery shell/missile). A unit in the same hex as the impact takes face value damage of the artillery piece. All damage is applied in 5 point groups according to the CBT Cluster Table. For each hex away from the point of impact, reduce the damage recieved by subtracting 10 from the base damage value per hex of distance.
  
 
Artillery can damage flying [[VTOL]] [[Combat Vehicles]], as well as [[submarines]] or below their respective water surface level, assuming that the unit is in the hex which was hit. Consider their damage per altitude above or below the impact site to be the same as though the unit is a hex away from the impact site equal to their height or depth.
 
Artillery can damage flying [[VTOL]] [[Combat Vehicles]], as well as [[submarines]] or below their respective water surface level, assuming that the unit is in the hex which was hit. Consider their damage per altitude above or below the impact site to be the same as though the unit is a hex away from the impact site equal to their height or depth.

Revision as of 23:26, 6 December 2018

Description

Artillery is the use of war devices that can far exceed the range of conventional personal and BattleMech weapons, and is primarily used to support an additional force. Due to the highly explosive nature of artillery, most artillery weapons cause not only substantial primary damage, but also secondary damage to adjacent areas.

Types

Artillery weapons include:

Game Rules

Artillery may be fired directly or indirectly. However, artillery is most effective when fired indirectly. Artillery attacks are area-effect weapons, and so all rules that apply to such weapons also apply to artillery attacks.

Artillery damage is determined by the hex where the shot landed, and the target proximity to the bursting shell (assuming it's a conventional HE artillery shell/missile). A unit in the same hex as the impact takes face value damage of the artillery piece. All damage is applied in 5 point groups according to the CBT Cluster Table. For each hex away from the point of impact, reduce the damage recieved by subtracting 10 from the base damage value per hex of distance.

Artillery can damage flying VTOL Combat Vehicles, as well as submarines or below their respective water surface level, assuming that the unit is in the hex which was hit. Consider their damage per altitude above or below the impact site to be the same as though the unit is a hex away from the impact site equal to their height or depth.

References

  • Tactical Operations, p. 181

Bibliography