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4C. Missiles, torpedos, rockets and bombs
Treat the ranges given by WEG as lock-on ranges. If you try to
lock on beyond that range, the difficulty is a Heroic task.
If the target vessel dodges, add the dodge to the difficulty
to hit.
If fired without lock-on, difficulty to hit is increased +20.
How lock-on is resolved depends upon which type of pre-launch
fire control you are using:
1. Starships sensors
Sensor bonus + sensor skill
2. Separate fire control
Fire control + relevant gunnery skill
3. Internal fire control of the weapon
Weapon fire control + relevant gunnery skill
4. Internal fire control of the weapon only
Weapon fire control
If a weapon misses but has propulsion left, it attacks again
using its internal guidance system, see mode 4 above.
The only exception to this is Command Guidance which always
use mode 1 or mode 2.
Use the relevant type of fire control mode's listed above,
modified as usual by movement modifiers (if the target is
moving in a straight line towards or away from you, then
movement modifiers does not count). If you're dodging, subtract
half your dodge from the lock-on roll.
When self-propelled weapons exceed their burn time, they are
treated as unguided.
* Range and Flight time:
No movement penalties apply for self-propelled weapons.
Speed:
Missiles : Space 24
Torpedos : Space 12
Rockets : Space 8
Bombs : Space 1
* 2nd ed. R&E
Movement Range Max Speed
All-Out : 1/2 x Weapon Range Speed x 4
High-Speed: 1 x Weapon Range Speed x 2
Cruising : 2 x Weapon Range Speed x 1
Cautious : 4 x Weapon Range Speed x 1/2
* 2nd ed.
Movement Range Max Speed
4 Moves : 1/2 x Weapon Range Speed x 4
3 Moves : 3/4 x Weapon Range Speed x 3
2 Moves : 1 x Weapon Range Speed x 2
1 Moves : 2 x Weapon Range Speed x 1
1/2 Move : 4 x Weapon Range Speed x 1/2
* Body Rating of weapon:
The Body Rating of the weapon is important to know when trying
to shoot it down. Roll damage versus Body Rating, and use the
normal damage rules.
Body Rating: Damage of weapon, in pips x SM / 3
Note: Round to nearest pip. Body Rating is in Character Scale.
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4C.1 Determine Range
A weapon's range depends upon whether it is being used in an
atmosphere or in space; these numbers are rough ranges and may
be modified for specific weapon types.
Always use the Space Range when the formula asks for Max Range!
Please note that Weapon Range not necessarily is the same as
Space Range.
Space Range:
Weapon Type Capital-scale Starfighter-scale
Proton Torpedo : 2-12/30/60 1/3/7
Concussion Missile : 2-12/30/60 1-2/8/15
To get range from orbit; multiply Space Range with two.
To get range in atmosphere; divide Space Range with ten.
Both of these ranges are in kilometers.
In order to determine ranges for weapons with other ranges than
the listed ones; take the new max space range, divide it with
the old one and you got a factor which sets the other ranges.
Example: A standard capital-scale concussion missile has a space
range of 2-12/30/60. The new concussion missile has a
maximum range of 120. 120/60 = 2. This gives the new
range as 2*2 - 12*2, 30*2, 60*2 or 4-24, 60, 120 or
4-24/60/120.
4C.2 Determine Missiles, Torpedos, Bombs, Rockets
Calculate mass and cost for missiles, torpedos, bombs and
rockets.
Please note that the normal difficulty modifiers for targeting
still apply (see page110 in 2nd ed. or page127 in 2nd ed. R&E).
* Definitions of weapon types:
* Missile
The true fire-and-forget type of weapon. Carries its
own sensors for target tracking and mid-course update.
* Torpedo
Inertial with Command Guidance, i.e. the flight path
of the torpedo can be altered in-flight via a secure
data-link from launching vessel, but this requires
target lock.
* Rocket
Rockets are unguided weapons with propulsion.
* Bombs
Bombs are unguided weapons without any propulsion.
Note that in atmosphere it is possible to use aero-
dynamically configured bombs to acheive limited
steering. If this is combined with some type of
guidance system you get a guided bomb.
* Select type of Warhead
The type of Warhead determines the Warhead Modifier (WM)
Warhead: WM:
Concussion 1.0
Incendiary 1.1
Fragmentation 1.2
Cluster 1.5
Nuclear 1.5
Ionization 1.8
Mag-pulse 1.9
Proton 2.0
Copycat 2.2
* Concussion:
Concussion warheads are armor-piercing charges which
contains a compact energy pack.
Blast Radius in meters Physical Damage
1/2 x SM x Damage, in pips Max Damage
3/4 x SM x Damage, in pips Max Damage - 2D
1 x SM x Damage, in pips Max Damage - 4D
* Incendiary:
Incendiary warheads contain highly flammable material,
which upon release in atmosphere, forms a cloud of vapor
that ignites in a fire-ball.
Damage in atmosphere:
Blast Radius in meters Physical Damage
1 x SM x Damage, in pips Max Damage
2 x SM x Damage, in pips Max Damage - 1D
3 x SM x Damage, in pips Max Damage - 2D
Fire damage for the next 5 rounds is Damage - 3D.
* Fragmentation:
Fragmentation warheads showers the target area with
splinters.
Blast Radius in meters Physical Damage
2 x SM x Damage, in pips Max Damage
3 x SM x Damage, in pips Max Damage - 1D
4 x SM x Damage, in pips Max Damage - 2D
* Cluster:
Cluster warheads are filled with sub-munitions, which
greatly increases the possibility of a hit. Add half
the damage to fire control due to the area effect
capabilities.
Example: A Cluster Bomb with 4D damage adds +2D to Fire
Control.
Blast Radius in meters Physical Damage
10 x SM x Damage, in pips Max Damage
20 x SM x Damage, in pips Max Damage - 1D
30 x SM x Damage, in pips Max Damage - 2D
* Nuclear:
Damage in atmosphere:
Blast Radius in meters Physical Damage
1D x 1000 Max Damage
2D x 1000 Max Damage - 1D
3D x 1000 Max Damage - 2D
Blast Radius in meters Ionization Damage
2D x 1000 Max Damage/2
4D x 1000 Max Damage/2 - 1D
6D x 1000 Max Damage/2 - 2D
Damage in space:
Blast Radius Physical Damage
Within one unit Max Damage/3
Blast Radius Ionization Damage
One unit Max Damage/2
Two units Max Damage/2 - 1D
Three units Max Damage/2 - 2D
Note: Ionization damage can also be known as EMP, or
Electro-Magnetic Pulse, which only affects elec-
tronics. Ray/Energy shielding does not protect
against this type of damage.
* Ionization:
Ionization warheads use a sub-nuclear explosive that is
designed to minimize fallout and blast, but to maximize
the electromagnetic pulse in order to affect the elec-
tronics of a ship or vehicle.
Ray/Energy Shields do not protect against this type of
warhead.
* Mag-pulse:
Mag-pulse warheads releases a high-ionic pulse that is
temporarily polarized by a confined magnetic field.
This can overload energy/ray shielding and forces the
shield generators to switch off automatically in order
to avoid being burnt out.
Game use: Roll warhead damage versus ship shields; on
a lightly damaged result or worse, the shields
are blown.
* Proton:
This is a proton-scattering energy warhead.
Damage in atmosphere:
Blast Radius in meters Physical Damage
1 x SM x Damage, in pips Max Damage
2 x SM x Damage, in pips Max Damage - 1D
3 x SM x Damage, in pips Max Damage - 2D
* Copycat:
A Copycat is a special type of decoy. It mimicks the
performance of the launching vessel
To distinguish a copycat from a real vessel, you roll
its damage versus the skill of the sensor operator
modified by any sensor dice bonus.
* Select type of Guidance System
The type of Guidance System determines the Guidance Modifier
(GM). It is possible to combine two or more systems.
Guidance System: GM:
Unguided 0
Inertial 0.1
Command 0.1
Passive Sensors 0.2
Active Sensors 0.4
Note: All Guidance Modifiers are cumulative.
* Unguided:
The classic shoot-where-you-aim type of guidance
system. Due to the inaccurate delivery method the
difficulty to hit increases with +10 if used against
moving targets. Warhead detonates on impact only.
* Inertial:
This type of guidance steers the warhead towards a
pre-selected point. The coordinates are set before
launch, and cannot be altered after launch.
The Inertial or pre-selected guidance mode is not
very accurate, and as a result the difficulty to hit
increases with +5 if used against a moving target.
* Command:
This type of guidance steers the warhead via a secure
data-link towards the target. Launching ship uses its
sensors to keep target lock.
Always use the pre-launch fire control mode to determine
the relevant fire control rating.
* Passive Sensors:
* Heat-seeking (HS) and Ion Radiation (IR):
These types of guidance system homes on the
heat or ion radiation released by the target.
Can be tricked by flares. Difficulty to hit
the target varies depending upon launch
position:
Frontal Attack : +10 to difficulty
Side Attack : +5 to difficulty
Rearward Attack : -10 to difficulty
* Home on Radiation (HOR)
The HOR guidance system steers towards the
source of active sensor emissions. This
highly specialized tracking device gives +2D
to fire control when used against any type
of active sensor. If the target sensor is
switched off, the missile homes on the last
known position by using Inertial Mode.
* Optical (Image Recognition or IMR)
The IMR guidance system tracks the target
using electro photo receptors (EPR) which
combine data from normal, ultraviolet and
infrared light to recognise its intended
target.
* Active Sensor
It was possible to make a true fire-and-forget weapon
by using in-built Active Sensors . You aim it in the
direction of the enemy and it takes care of the rest.
* Calculate Mass and Cost:
Mass; Warhead : Damage, in pips x SM x WM
Propulsion: Damage, in pips x SM x WM x Weapon Range / 10
Guidance : Missile's FC, in pips x SM x Max Range x GM
Mass = (Warhead + Propulsion + Guidance Mass) / 500
Note: A bomb has a theoretical Weapon Range and Max Range of
one for calculation purposes, but it free-falls until
impact.
Cost; Warhead : Warhead Mass x 5
Propulsion: Propulsion Mass x 10
Guidance : Guidance Mass x 10
Cost = (Warhead + Propulsion + Guidance Cost)
4C.3 Select type of Launchers
Launchers are capable of firing missiles, torpedoes or other
types of specially packed weapons such as rockets, bombs and
plastic leaflets.
A launcher with only one missile in magazine capacity is
called a Tube.
Launchers can fire other types of payloads than the one's that
they are designed for. The following limits applies:
* Mass of new payload cannot be higher than the payload
mass that the launcher was originally designed for.
* The payload cannot be of a higher scale than the scale
of the Launcher.
* The number of available slots in the magazine remains
the same, but it is possible to fit more than one
payload per slot. The only restrictions is that the
total mass of ammo per slot must be unchanged, and
that all weapons in a slot is fired at the same time.
* Rocket Launchers can only fire rockets.
* Missile Launchers can only fire missiles.
* Torpedo Launchers can only fire torpedoes.
* General Purpose Warhead Launchers can fire any type
of weapon.
* Rocket Launchers
Mass: Mass of Rocket x Number of Rockets 1.05
Cost: Launcher Mass x 100
Note: Cost does not include the cost for carried
rockets
* Proton Torpedo Launchers
Mass: Mass of Torpedo x Number of Torpedos x 1.1
Cost: Launcher Mass x 200
Note: Cost does not include the cost for carried
torpedos
* Missile Launcher
Mass: Mass of Missile x Number of Missiles x 1.15
Cost: Launcher Mass x 350
Note: Cost does not include the cost for carried
missiles
* General Purpose Warhead Launchers
Mass: Mass of Payload x Number of Payloads x 1.2
Cost: Launcher Mass x 500
Note: Cost does not include the cost for carried
payload
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