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 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.
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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. These warheads were introduced by the [[Draconis Combine]] in [[3048]], but they only lasted until [[3057]].<ref>''[[Interstellar Operations]]'', p. 61</ref>
  
 
== 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 name="Up68"/>
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In game terms, the Retro-Streak warhead would cause any Streak SRM 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"/> This effect happened regardless of the size of the Streak SRM launcher (that is, a Streak SRM-2 with RS warheads would affect the all the incoming missiles from a Streak SRM-6).<ref name=IOp132>''Interstellar Operations'', p. 132</ref>
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If a unit carries multiple Streak SRM launchers with RS warheads, the defending player can choose which Streak SRM fires the RS warheads. RS warheads cannot be fired offensively, and will not fire if the attacker doesn't deliver a Streak SRM attack. If a critical hit against Retro-Streak occurs, the ammunition explodes as a Streak ammunition explosion. RS ammunition is carried only in full-ton lots and provide the same amount of shots as standard Streak ammunition.<ref name=IOp132/>
 
</div>
 
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== Bibliography ==
 
== Bibliography ==
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* ''[[Interstellar Operations]]''
 
* ''[[Unbound]]''
 
* ''[[Unbound]]''
  

Revision as of 13:31, 21 June 2021

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. These warheads were introduced by the Draconis Combine in 3048, but they only lasted until 3057.[2]

Rules

Game Rules

In game terms, the Retro-Streak warhead would cause any Streak SRM 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] This effect happened regardless of the size of the Streak SRM launcher (that is, a Streak SRM-2 with RS warheads would affect the all the incoming missiles from a Streak SRM-6).[3]

If a unit carries multiple Streak SRM launchers with RS warheads, the defending player can choose which Streak SRM fires the RS warheads. RS warheads cannot be fired offensively, and will not fire if the attacker doesn't deliver a Streak SRM attack. If a critical hit against Retro-Streak occurs, the ammunition explodes as a Streak ammunition explosion. RS ammunition is carried only in full-ton lots and provide the same amount of shots as standard Streak ammunition.[3]

References

  1. 1.0 1.1 Unbound, p. 68, "(RS) Retro-Streak Warhead "
  2. Interstellar Operations, p. 61
  3. 3.0 3.1 Interstellar Operations, p. 132

Bibliography