|
Mordel's Bar & Grill |
|
|
» |
View previous topic :: View next topic |
Author |
Message |
Gangrene Federated Suns Leftenant General
Joined: 04-Feb-2002 00:00 Posts: 939 Location: United States
|
Posted: 02-May-2003 20:01 Post subject: Improved Wire Guided Missiles |
|
|
This is an expansion for my guided missile rules. However, all rules necessary to use the following equipment in Battletech are given in this post.
IMPROVED WIRE GUIDED MISSILES
Improved Wire Guided Missiles represent the next generation of man-in-the-loop guidance technology for anti-armor missiles. Like standard wire guided missiles the IWGM leave a trailing wire as they seek out their target thereby providing a constant physical link to the firing unit. Traditional wire guided missiles have always forced the gunner to view both the missile and target from a third person perspective. This has always meant that heavy training and constant practice were required to keep fighting units skillful in the use of the weapons. The IWGM changes how the gunner commands the missile by changing the perspective from third to first person. To facilitate this the IWGM mounts a daylight camera or FLIR (forward looking infrared) sensor package into the nose canopy of the missile. The trailing wire sends video feedback to the firing unit which allows the gunner to pilot the missile as if he was in the missile itself. Missile control is accomplished through the use of a joystick and computer which the gunner uses to send rate and/or attitude commands to the missile control effectors. The end result is a missile system that is more effective and easier to use while adding minimal cost to the wire guidance system itself.
Game Play
Mechs may fire only one IWGM per turn. The firing mech may not move during the turn or fire any other weapons. IWGMs may fire into a woods hex but not through a woods hex. The base to-hit for an IWGM is the gunnery skill of the mech pilot. When firing an IWGM the to-hit is calculated with the following changes: partial cover and prone positions no longer effect the to-hit roll and range modifiers are inverted like for all other guided weapons (short +4, medium +2, long +0, targets in minimum range cannot be attacked). IWGM’s receive a –4 modifier due to their guidance. ECM has no effect on IWGMs.
When used by tanks or mechs with dual cockpits the movement restrictions are ignored, thus the firing unit may walk (cruise speed) or run (flank speed), or in the case of mechs even jump. Furthermore, such units may also fire any or all other weapons it may carry in the same turn (note that the firing unit is still restricted to firing one IWGM).
Advanced Rules
Since the guidance of IWGM’s is basically remote control with first person perspective the IWGM is no longer limited to line-of-sight engagements. The firing unit my fire the IWGM and pilot it around or over an obstacle to hit the target. When doing this neglect the –4 to-hit modifier given above. In such situations the range is determined by counting the hexes the missile will have to fly through to reach the target, not the straight line distance to the target. Attacks cannot be made outside of the appropriate firing arcs.
IWGMs may do a special attack in which they are launched upwards at a steep angle and when they reach a specified height (usually 300 to 400 meters) the missile arcs back down and attacks an enemy from above. In this case the minimum range is reduced to 2 and the maximum range is 10, and the attack is treated as being a long range attack. The –4 to-hit modifier is ignored when performing this attack. If the hit is successful then use the punch hit location table to determine hit location on mechs.
These guided missiles may be used to target specific hit locations on a mech. For balance purposes the head is not allowed. This may only be done when performing a line-of-sight attack, and not during the two attacks just mentioned above. When doing this the to-hit modifier changes to –1.
IWGMs may also be used to attack the target from directions other than those the attacker is facing. To do this first determine which hex side the weapon would be entering through under standard Battletech rules. The IWGM has the option of entering through the hex side just determined and receiving the –4 to-hit modifier, or entering through either of the adjacent hex sides and receiving a –2 to-hit modifier. If an alternate hex side is chosen use the appropriate hit table. Inclusion of this rule may lead to large numbers of rear shots.
Note: These missile launchers do not have ammo like standard Btech missile launchers, but instead have a number of shots associated with the launcher. When all shots are used the weapon can no longer be used until reloaded.
Type: IWGM 8 pack
Damage: 15 per missile
Heat: 2
Minimum: 4
Short range: 5-8
Medium range: 8-15
Long range: 16-27
Mass: 4 tons
Crits: 2
_________________ Gangrene
|
|
Back to top |
|
Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
|
Posted: 01-Jan-2007 20:01 Post subject: RE: Improved Wire Guided Missiles |
|
|
Interesting idea.
Something like this should have been around in BT for while.
_________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
|
|
Back to top |
|
|
|
» |
All times are GMT-05:00 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
|
|
|
|
|