Difference between revisions of "Tandem-Charge Warhead"

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== Description ==
 
== Description ==
First prototyped by the [[Terran Hegemony]] in [[2757]],<ref name="TOp372">''Tactical Operations'', p. 372, "Tandem-Charge (TC) Missiles"</ref> '''Tandem-Charge''' (or '''TC''') missiles didn't enter service until the [[Clan Invasion]] with the [[Federated Commonwealth]].<ref name="TOp372"/> Designed to replace standard SRMs with special warheads that penetrate armor and inflict damage to the internal structure of the target, the Tandem-Charge Missile uses a pair of explosives to inflict damage. The first explosive is a shaped charge that penetrates the unit's outer armor, while the second charge is propelled through the newly created breach to damage internal components.<ref> "TC Missiles inflict 2 points of damage as a standard SRM, but for each TC missile that hits roll on the Determining Critical Hits Table. If armor hit, apply -2 modifier".</ref>
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First prototyped by the [[Terran Hegemony]] in [[2757]], '''Tandem-Charge''' (or '''TC''') missiles did not enter service until after the [[Clan Invasion]] when the [[Federated Commonwealth]] resumed work on their development in the early 3050s.<ref name="TOp372">''Tactical Operations'', p. 372: "Tandem-Charge (TC) Missiles [Standard SRMs/MMLs]"</ref> Tandem-Charge Missiles use a paired set of warheads to inflict damage: the first warhead is a shaped charge that penetrates the unit's outer armor, allowing the second warhead to exploit the breach and damage internal components. As a result, they can potentially deliver a critical effect for every missile that hits.
  
There are some drawbacks to the Tandem-Charge Missiles however. The first is their cost: At five times the expense of a standard SRM, they're not cheap. They're also very ineffective against conventional infantry.<ref>"TC missiles are treated as if they inflict one half the base damage of the SRM/MML rack (that is, an SRM-4 with TC missiles is treated as an SRM-2)".</ref> In addition, the Tandem Charge missiles are larger and heavier than their standard counterparts, so a 'Mech can only carry half as many per ton. If TC missiles detonate in the 'Mech's magazine, they will inflict 50% more damage than a standard SRM.<ref> Tactical Operations says an ammunition explosion will inflict 3 points of damage per missile.</ref> They "function as standard SRMs when used against Aerospace Fighters" and are "incompatible with Artemis, Narc, or Streak systems".
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There are some drawbacks to TC missiles, however. First, they are incompatible with LRMs. Second, their cost is five times that of standard SRMs, and the number of missiles in a full ton load is reduced by half.<ref>''Tactical Operations'', p. 417</ref> Third, there are specific armor types which partially or completely negate their advantages: [[Reactive Armor]], [[Hardened Armor]], Clan [[Ferro-Lamellor]] Armor, and later, the [[Dark Age]]-era [[Anti-Penetrative Ablation Armor]]. There are, however, some armor types which are vulnerable to Tandem-Charge Missiles: [[Laser Reflective Armor]] and the Dark Age-era [[Impact-Resistant Armor]]. Finally, [[Ballistic-Reinforced Armor]], though it is a combination of Hardened and Reactive armors, provides no special protection from TC missiles' critical effects.
  
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== Rules ==
 
== Rules ==
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'''Tandem-Charge Missiles:'''<ref name="TOp372"/>
=== Game Notes ===
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* Inflict 2 points of damage as a standard SRM against armored units, but for each missile that hits, roll once on the Determining Critical Hits Table. If an armored location is hit, apply a -2 modifier; if the armor struck has a BAR of <10, apply an ''additional'' +2 modifier; but if internal structure is hit instead, apply neither modifier.
The warheads described here are from the ''[[Tactical Operations]]'' book. They're based on the weapon of the same name from ''[[Unbound]]'' which, on a successful missile strike, would inflict one point of damage to the armor and one point of damage to the target's internal structure.<ref name="Up68">''Unbound'', p. 68, "TC (Tandem-Charge) Warhead"</ref>
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* Inflict ''half'' the damage of standard SRMs against conventional infantry. Against Battle Armor, roll 2D6 for each trooper hit, and eliminate them on a score of >10.
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* Function as standard SRMs against aerospace units.
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* Explode for 3 points of damage ''each'' in an ammunition explosion.
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* Are incompatible with Streak, Artemis, or Narc missile systems.
 
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== Game Notes ==
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* Tandem-Charge Missiles first appeared in the Adventure book ''[[Unbound]]'', in which, on a successful missile strike, they would inflict one point of damage to the armor and one point of damage to the target's internal structure.<ref name="Up68">''Unbound'', p. 68: "TC (Tandem-Charge) Warhead"</ref>
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* TC missiles can be used with standard SRMs or MMLs as long as they follow the above rules.
  
 
== References ==
 
== References ==

Revision as of 14:33, 27 February 2021

Description

First prototyped by the Terran Hegemony in 2757, Tandem-Charge (or TC) missiles did not enter service until after the Clan Invasion when the Federated Commonwealth resumed work on their development in the early 3050s.[1] Tandem-Charge Missiles use a paired set of warheads to inflict damage: the first warhead is a shaped charge that penetrates the unit's outer armor, allowing the second warhead to exploit the breach and damage internal components. As a result, they can potentially deliver a critical effect for every missile that hits.

There are some drawbacks to TC missiles, however. First, they are incompatible with LRMs. Second, their cost is five times that of standard SRMs, and the number of missiles in a full ton load is reduced by half.[2] Third, there are specific armor types which partially or completely negate their advantages: Reactive Armor, Hardened Armor, Clan Ferro-Lamellor Armor, and later, the Dark Age-era Anti-Penetrative Ablation Armor. There are, however, some armor types which are vulnerable to Tandem-Charge Missiles: Laser Reflective Armor and the Dark Age-era Impact-Resistant Armor. Finally, Ballistic-Reinforced Armor, though it is a combination of Hardened and Reactive armors, provides no special protection from TC missiles' critical effects.

Rules

Tandem-Charge Missiles:[1]

  • Inflict 2 points of damage as a standard SRM against armored units, but for each missile that hits, roll once on the Determining Critical Hits Table. If an armored location is hit, apply a -2 modifier; if the armor struck has a BAR of <10, apply an additional +2 modifier; but if internal structure is hit instead, apply neither modifier.
  • Inflict half the damage of standard SRMs against conventional infantry. Against Battle Armor, roll 2D6 for each trooper hit, and eliminate them on a score of >10.
  • Function as standard SRMs against aerospace units.
  • Explode for 3 points of damage each in an ammunition explosion.
  • Are incompatible with Streak, Artemis, or Narc missile systems.

Game Notes

  • Tandem-Charge Missiles first appeared in the Adventure book Unbound, in which, on a successful missile strike, they would inflict one point of damage to the armor and one point of damage to the target's internal structure.[3]
  • TC missiles can be used with standard SRMs or MMLs as long as they follow the above rules.

References

  1. 1.0 1.1 Tactical Operations, p. 372: "Tandem-Charge (TC) Missiles [Standard SRMs/MMLs]"
  2. Tactical Operations, p. 417
  3. Unbound, p. 68: "TC (Tandem-Charge) Warhead"

Bibliography