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STAR WARS

Chapter 4C - Missiles, torpedos, rockets and bombs

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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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