Whether it's for nostalgia or novelty, Wednesdays are the days that I put up old Battletech house rules I created nigh on 10 years ago. For those of you who aren't familiar with the (in)famous, addictive board game of armored combat, I'll add some context, but know that you should abandon all non-courier fonts, ye who enter here.
ATM systems are a favorite of mine. Despite being a versatile platform with myriad tactical possibilities, the three flavors of ammo for it are disappointing.
Multiple Target Approach
MTA missiles are designed to by pass
anti-missile systems by avoiding a straight-line path to their
target. Instead, the munitions take flight at a preset angle from
their target. As they close on it, a secondary, high-powered guidance
system activates and turns the missile back towards the unit. This
spreads the missiles and fools anti-missile systems designed to
confront only head-on approaches. Unfortunately, the addition of the
secondary guidance package and new aerodynamic qualities of the
missile require that the firepower of the warhead be drastically
diminished. MTA munitions are available in two types: Standard and
HE.
Rules
Std MTA munitions Damage: 1/Msl, C2
Range: (4)5/10/15
HE MTA munitions Damage: 2/Msl, C3
Range: 3/6/9
The effect of enemy anti-missile systems on MTA
munitions is reduced by 2(Giving a -2 penalty on the missile hits
table instead of a -4. The effect of AMS may not be reduced above
0.)
Notes: Yes, they land in non-five damage groupings. An ATM
usually hits about MslDmg*RackSize/ClusterSize locations. That's
2/5*RackSize for Standard munitions and 3/5 for HE munitions. Std MTA
missiles are 1/2*Rack Size and HE MTA munitions are 2/3*RackSize.
That means that even though their firepower is drastically reduced,
they're still hitting about the same number of locations.(4/10 vs
5/10 and 9/15 vs 10/15).
Light Explosive
LE munitions
are a rarer munition type designed to overcome the limited range of
high-explosive rounds without the proximate targeting difficulties
associated with Standard ATM munitions. While loading both HE and
Standard munitions on a 'mech is easy to do, 'mechs with smaller
ammunition stores, like the Pouncer E and Black Lanner E,
sometimes need a more versatile load, or want a larger focus on more
distant engagements while still having minimal close-range engagement
abilities.
Rules
Light Explosive munitions Damage:
2/Msl, C5 Range: 4/8/12
Note: It's completely
unimpressive and uninspired, yes? It's a niche weapon. Perhaps one
more fit for roleplaying than for tabletop. The beauty--the true
beauty--of Advanced Tactical Missiles is that the make a 'mech--to
some degree--into an omnimech. You know your mission and get the
equipment you need for it. Shooting across a river or providing fire
support? ER ammo. Not sure? Standard. City and jungle ops where you
expects some ambushes? Surprise a friend with High Explosive gifts
from up to 270 meters away. Doing some general mixing it up? Get one
of each.
That said, sometimes, you just don't know, and you
don't want to get screwed with minimum range modifiers for Standard
rounds or have someone hover outside of your woefully short (esp for
the Clans) High-Explosive range. LE ammo is an unoriginal middle
ground between the two.
It also lets you--if you compromise a
bit--drop some excessive ammo loads in return for a medium laser or
BAP or something. Having three tons of ammo so you can carry every
ammo type for ATMs is obsessive and ineffective, in my humble
opinion, especially on light 'mechs(Firemoth E, I'm lookin' at
you.)
High Fidelity Missiles
HF Missiles are modified
versions of High-Explosive, Standard, and Extended Range Advanced
Tactical Missiles designed to land in rapid succession and blast
through armor by sharing in-flight data and high-precision digital
positioning control to 'follow the leader.' While these
tight-formation chains of missiles are limited in size, they
deliver a powerful payload to their targets. Sadly, these close,
'loyal' formations often file into the maw of enemy countermeasures
or follow a rouge leader past their target.
Rules:
ER HF
munitions Damage: 1/Msl, C7 Range: (4)9/18/27
Std HF
munitions Damage: 2/Msl, C7 Range: (4)5/10/15
HE HF
munitions Damage: 3/Msl, C7 Range: 3/6/9
All High-Fidelity
munitions receive a -2 penalty on the Missile Hits Table, with an
additional -2 against a unit using an Anti-Missile System against
it(for a cumulative -6: -4 for AMS, -4 for the HF's penalties, and +2
for the ATM's integrated Artemis IV.). The roll result cannot be
reduced below 2.
Notes: Don't pair these with ER ammo on an
ATM 6 or an ATM 3, or with Std ammo on an ATM 3. Also, use your
munchy clan lasers to kill Hellbringer Primes with their ECM
and AMS.
And, no, the Clans are not big fans of John Cusack.
They should be, but they aren't.
I'm also trying to think of a
munition that either fires twice as fast, or carries half as many
loads. :\
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