Cyberpunk 2020 - Maximum Metal

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be A SUPPLEMENT FOR <“UAeeeoeykK” Pal Weer! Oey taiay EEN) ot te” ee ae Cea Uy Cen eon Oct) eC fetenan Neon meer a eT sy are CO a eCard MATTHEW ANACLETO, TAU Nerer Un ee Re mer Co ee CYBERPUNK® 15 R. TALSORIAN'S Ones na Cate eas TURE GAME OF THE DARK FUTURE TOTO Pcs aa eae re eae emery ENR earner a De hee at sae aU iNest na ee eran PoM reagent nate twisting frantically to avoid the searching fingors of th spotlight. Inthe African countryside an artillery barrage rumbles inthe background as groups of tanks and APCs roll across the savanna. On the armored flanks of the approaching ‘column flash not the colors of a local dictator but a familiar commercial logo... With a deafening crash, the board meeting of a minor corporation is interrupted 4s huge humanoid forms push through the rubble that was an outside wall, All sit in shocked silence as the table is shattered by the single chop of a single plastee! gauntlet. As a visored head swivels, impersonally scanning the room, a metallic voice delivers a message, “Gentlomen, these proceedings are over. Awe Pursues a lone motorcyclist through the rain dark stroets ofthe city; the This supplement is the capstone of several developmental lines in the Cyberpunk 2020 wold and system. Inside yo'l tnd anew vehicle combat and maneuver system that is a revision and an extention ofthe rginal in Solo of Fortune. Along with tis an organized vehicle creation sys tem, sothatal future vehicles willhave proportional stats. And because you cat have combat Vehicles without battlfield-size guns to putin them, we've introduced a whole new level of heavy weapons, al the way up toatilry cannon and aircraft bombs! This combination of wehi- cle and weapons rule create a power level previously untouched in a Cyberpunk game And that doesn't even touch the subject of Powered Armor. Ist the biggest personal armor possible? Or the smallest vehicle capable of carrying heavy weapons? What about the cybernetics aspects? PAs in rather unique limbo unexplored by any ther weapons sytem. You can smash through a building wall lift a ruck over your head, and outwrestl a ul borg but someone fires an ant-vehicle weapon at you, you're at risk. And if they fire an anti-tank device at you—you'e in rouble How should Powered Armar be depioyed/used? The “two-legged IFV" schoo! says right out there with the tanks, mixing it up, depending on ther size and manewvorabilty to avoid the heavy guns, while shrugging off small arms fre from “soft infantry. The “pinnacle of body armor/inear frame tech” schoo! puts them n the streets where tanks cant go; doing the strength/irepower jobs combat borgs do, but better, relying on their superior protection to handle the close-range punishment that would pulverize anyone else, No matter how you use it Powered Armor has the potential ta mess you up And not just your characters, but your game as wel. This is @ device tat is as fast and agile as ahuman, 35 times as tong, wit ple the protection I's also carrying, by isl, 2s many heavy quns as 10 “normal” people, Ths wll unbalance an unprepared campaign instantly, 0 mucho, that sometimes ts better to relegate PA to its own campaign or series of adventures ‘What it boils down tis this supplement is ike ll the other fancy software, super cybertech, mindbending drugs, and deadly weapons we've intraduced over the life ofthis game system: it's there tobe used ifyou want t. For those who complain that, "X has taken ver my Game!” can only say, "Youhave contol Dont moan tous; you didi to yourselves Now you know. aad el feria Derek Quintanar IntRopucTior (MILITARY VEHICLES. Factors and Calculations. Combat Procedure. ACPA in the Vehicle Combat System RPVs and Drones. Personnel vs. Anti-vehicle Weapons. Indirect Fire Bombing, Missile Combat Countermeasures. Maneuvering, Chasing and Evading Actions VEHICLE DESIGN. Factors and Calculations. Constructing Vehicles Weapon Mounts. Direct Fire Weapons. Rocket/Missile Weapons. Artillery Artillery Ammunition Bombs Lasers. Equiament and Gear Personal Gear ‘Armor. Environment Fire Control Electronics. Countermeasures Dispensers. Active Countermeasures Communications, VEHICLE CATALOG... Wheeled Vehicles. Hovers. Helicopters. Aerodynes Ospreys. Airplanes. Airships Tanks PoweneD AaMon. Troopers and Skills. Turns and Turn Order. Damage Powered Armor Slang Maneuvers in Powered Armor SOP and Cover Objects... Powered Armor Movement Formulae, Trashing the Environment. Melee Attacks. Ranged Weapon Attacks. ACPA DESIGN. The Design Sequence. The Components. The Linear Frame. Armor. Powered Armor Systems Usilty Systems... Reality Interface Systems. ST 58 59 59 60 60 61 61 62 62 63 63 84 64 Retflex/Control Systems .nnnsennenn65 Auto-Doctors. 66 Safety Systems... : 6B Audio-Visual, Communications, and Special Sensors. 81 Movement Systems 88 General Systems 70 Offensive Systems. 0 Melee Weapons 10 Machine Guns and Heavy Rifles... Beam Weapons. n Scatter-Packs. n Specialty Utility Mini-Packs, 74 ACPA-portable Cannon 75 Rockets and Missiles... 78 ‘Anti-Personnel Weaponry. n Grenade Launchers n ‘Small Arms : 8 Defensive Systems. 19 Combat Notes for the Clever ‘Borg.....80 Ammunition o 80 ACPA CATALOG sen Commando. 82 Boris 1 24 Grasshopper. 86 Standard B. 88 Nemesis. 90 Spider on) [APPENDIX A: POWERED ARMOR CHARTS.94 ‘APPENDIX B: VEHICLE CHARTS 99 ‘APPENDIX C: RULES CHARTS. 103 Powered Armor Form. Inside Back Cover ie Se) In the world of 2020, military combat vehicles hold roles very similar to those developed in the late 20th century. Main Battle Tanks rumble across the field, flanked by infantry riding Armored Personne! Carriers and Infantry Fighting Vehicles, screened by light vehicles armed with autocannon and anti-tank missiles. The advent of the aerodyne worked a minor change on the battlefield, supple- menting helicopters in rapid troop transport and assault roles, but for the most part the tactical pic- ture hasn't changed much in the last twenty years. AGPAs (Powered Armor) have only recently appeared on the scene, and their place in the order of battle has yet to be clearly defined. Time will tel The average US. citizen does see mare military vehicles than his counterpan did twen ty yars in the past. Private and corporate secu rity teams openly use wheeled APCs and armored cars to move their troops and patrol their turt. Even police cars have moved from simple conveyances to armed and armored assault vehicles, capable of participating in and surviving a firefight. Armed aerodynes and hel: copters hover aver the cities, marking the pres- ence of private and public police, In Cyberpunk 2.0.2.0, armored fighting vehicles are likely to be attached to security forces, so they are more often light vehicles with good inter-city mobility and insufficient armor to withstand full-scale military combat Vehicles of this sort include armored cars and wheeled APCs, light helicopters and AVs— particularly AVs, the all-purpose light vehicle Corporations and police don’t have much use {or the tracked battlefield AFVs—they’te too heavy, t00 expensive, cost tao much to man: tain, and have poor mobility for urban environ ments, Only large mercenary companies (such 2s the Lazarus Military Group| and military ‘manufacturers like Militech maintain units of ‘actual battle tanks, troop carriers and assault aircraft The largest buyer and user of miltary hard ware in the westem hemisphere isthe US. mil tary particulary the Army and the Marine Corps. Leena ad These are the formulas used for calculating game statistics for the vehicular combat section, Penetration Factor: Average Damage/10, round of; times 2for any type of AP: times 1/2 for small arms fanything using 06 for damage, ‘Armor Value: SP/20, ound of. “Body” Value: SOP/20, round off Rating SP: Each point of SP equals about 2.5mm of stel armor protection. Due ta sloping and superior materials, this protection is probe: biy nat slid steel protection, : Each paint of Pen: ctration equals roughly 50mm of armor pene tration capability Rating SDP: The arnaunt of punishment a vehi: clecan take Cease This new vehicular combat system follows the regular Cyberpunk 202.0 combat sequence as. ‘much as possible. Initiative limits on actions, ‘automatic fre and explosions, et. ae all the same. Variations are listed below, 11. Roll normally for tot. Remember that vehi- cles countas Lage targets, and are +4tohit! ‘CoMMON Venicue To-HrT MoDiFtERs: Firing ata Large Target 4 Firing at a Small Target 4 Firing at a Stationary Targ 4 Target Moving, per full 20 mh (per fll 40 mph if moving directly towards you) 4 Using a Turret-mounted Weapon 2 Targeting Computer variable Fiter Moving, NonStaized Weapon 3 Fier Turing Weapon to Face Target in same action 2 Firer has Vehicle ink/yberetic Controls 42 Darkness/Target Dscured 3 Heat seeking missile fred.at AV 4 Rocket Saivo® 2 {*Deviates 1 moter onthe Grenade Table for each point missed, times basic To-Hit#/10, Salvo rocket burst size times rounds. For instance, 3rocket salvo of 2in. rockets would have a burst radius of 9m. Ifthe salvos fred Medium Range and misses by 3, it daviates 3m x15/10= 45 mon the Grenade Table, With a 3m burst area, peopl ae stil going tobe hit.) Note: ACPA have no target size modifier and take no penalty for turning to face the target in the same action. They are considered to have Vehicle Link/Cyber-controls 2. Figure penetration. Penetration is listed for ‘each weapon, with the following additions. ‘A. Good Shot. For each ten points that the To-Hit rll exceeds the target ‘number, add penetration equal to 1/2 the weapon's base penetration B. Multiole Rounds, For each addition al round that hits the target, add Maximum METAL 5 penetration equal to 1/4 the weapon's base penetration {round off for rations. Fr weapons with massive rates of fire, treat each sho iting as multiple shots. ROF 30 weapons have fv rounds hit fr each shot that hits; ROF 100 weapons have 10 rounds hit for each shot that hits. For example, 2mm Gating cannon roling thee shots hiting (2 points better than the Toit would actual hit wth three blasts often rounds apiece, all hitting separate areas (rolled randomly). Thet adds. up to Penetration 12, per hit To make things worse, multiple ounds that hit the same area odd their Penetration togathor Flank Shots. hitting the target from the side, use only 5% (round up of the target's Armor, If hitting the target from the bottom, top r back, use oniy 50% (round uo) ofthe target's armor. Note that AVs have bottom armor equa to front armor, and ACPA suits have equal armor in al directions. 1D. Range Penetration fal ff with range, unless using high-explosive penetra tors. Penetrtion decreases by 25% at Long Range and by 50% at Extreme ange unless therwise noted 3. Subtract Armor Value from Penetration. I the result is Oor more, go to Step 4. tf not, the round didn’t penetrate and there is only a chance for surface damage goto Step 5) 4, Roll 1010 and add the positive dtference between Penetration and Armor Value, Subtract the target's Body Value, and refer tothe table below, DAMAGE TABLE DieRoll Result Dorless Suriace Damage 1-5, MinorDamage 69 Mejor Damage 10+ Catastrophic Damage 5. Surface Damage. Roll 1010. Ona 7-10, ‘ne random unpratected/expased piece of equipment has been damaged. If the weapon that damaged it has a base Penetration of 3, the item is destroyed. IF the weapon's Penetration is 2 or less, the item has 50% chance of surviving in repairable condition 6. Other Damago. Roll on the Vehicle Location chart to determine what was hit ‘Minor Damage: Ifa piece of equipment, weapon, or system is hit, itis damaged, and will nat function again unt repaired. There isa 20% chance thatthe equipment/ weapon/sys- tem is destroyed and must be replaced. If fuel is hit, ithas a 25% chance of catching fire {which does 306 damage to each crewmember ‘and gives the vehicle a 25% chance of expod: ing each tur itis on fire). Fire extinguishers ‘and damage-control systems reduce chance of fire or explosion to 5%. I crew are hit, each applicable crew member sustains 408 damage 10a random location. Body armor wil reduce this damage, of course Major Damage: If a piece of equipment, weapon, or system s hit, itis damaged, and will not function again until repaired. There is 2 90% chance that the equipment/ weapon/system is destroyed and must be replaced. If the engine/explasive ammo is hit, there is a 50% chance that it will explode, demolishing the target. I fuel is hit, it has a 50% chance of catching fire (which does 308 damage to each crewmember and gives the vehicle a 25% chance of exploding each tum it is on fr}. Fire extinguishers and damage-con trol systems reduce chance offre or explosion to 10%. if crew are hit, each applicable crew ‘member sustains 606 damage to a random location, Body armor will reduce this damage Catastrophic Damage: Ifa piece of equip- ‘ment, weapon, or system shit itis destroyed: it must be replaced. the engine/ explosive ammo iit there isa 90% chance tha it will explode, ‘demolishing the target. fel ishit, thas 250% chance of catching fire (which does 206 damage ‘to each crewmember and gives the vehicle 2 GI iii 25% chance of exploding each tum itis on fire} Fir extinguishers and damage-contro systems reduce chance offre or explosion to 30%. If crew are hit, each applicable crew member sus- tains 1008 damage to random location. Bady ‘armor wil reduce this damage VenICLE HIT LOCATION TABLE ‘D10Ral #2 shoating a the top, - if shooting atthe side, 2if shooting atthe back or bottom) DIEROM LOCATION HiT_ EFFECT 0 Fuel hi, may burn or explode 13 MotveGeer Inmabiizs vice amagod/destojed 47 Hull Rollon Hull Subtable 812 Turet —RollonTuret Sub- table; if no wet, roll on Hull Subtable Location Subtables—Roll 1010}+1 if shoot ing atthe front, -1 if shooting at the back) ‘Die ROLL__HULL SUBTABLE TURRET SUBTF 0-2 Cargo/Ammo —Cargo/Ammo 3-4 Engine Crew 57 Crew Crew 8 Ecuipment Equipment 9 Weapon ‘Weapon 10-1 EmptySpace Weapon EFFECTS Cargo: Items in cargo are hit—a Minor hit destroys one, a Major or Catastrophic hit destroys all cargo. ‘Ammo: As noted above, ammunition hits are prone to exploding. Even if they don’, the mag azine for one randomly determined weapon is estroyed Engine: As noted above, damaged engines may explode, A damaged or destroyed engine does immobilize the vehicle and reduce it to backup power, if any. Crow. All rewmembers inthis area are hit, as above, Equipment: A random piece of equipment inthe areas hit ‘Weapon. A random weapon inthe area is it. Empty Space. The shot passes through harm- lessly OFnioN: SHoGTING TIRES, ‘TREADS AND TURRETS Exposed objects on a vehicle can be targeted: specifically suspensions and turets. Other items {including exposed crew and passen- gers) are too small to target with vehicle weapons; small arms may shoot at these tar gets normally. Awhee!is @ Small Target, tracks are a Normal target. A turret with @ 1/2-space weapon capacity isa Small Target, turret with a 1-3 space weapon capacity is @ Normal target, a turret with a 4+ space weapon capacity isa Lage Target. Tires have 1/3 the vehicle's SOP and SP. Treads have 1/2 the vehicle's SOP and SP. Turrets have full SP, but only partial SOP (Small = 1/4 SDP, Normal =1/2 SOP, Large = 3/4 SDP) f damage is caused, itis inflicted on the par ofthe vehicle that was being targeted ‘SOME SAMPLE PENETRATION FACTORS: Light Pistol Assault Rifle Medium Pistol, Lt SMG Barett-Aresaka Light-20 Heavy Pistol: Mdm, Hvy SMG RPG-A LAW M72 ‘Shotgun any shot) Slug Seboted Slug Scorpion 16 ML. Frag Grenade Miltech 300WMt 13mm Short Notes: “These are armor-piercing, due to their Monroe-Effect shaped-charge war- heads. The Barret-Arasaka fires AP rounds 2s ‘per Corpbook 1. .300WM is the caliber of Miltech’s Cyborg Rifle (Chromebook 2, p36]; 113mm Shartis fired from the S&W Cyborg Assault System (Chromebook 1, g54) ‘SOME ARMOR/BODY FACTORS ARMOR/BODY Bensen Cascade Hovercar——AV/BT BMW9018s = A2/B4 Shiva Cycle ‘AN/B2 ‘Ambunaught = AZ/B AVA ‘A2/B5 “Alpha” class full-body borg AN/B2 Dragoon Military borg IB ‘Arasaka Standard B ACPA A2/B2 snak, street punks with an attitude (and weaponry to back t up, foolishly decide to fire ‘ona Trauma Team AV. thats grounded, pick- ing up wounded. Clawdark whips out a Barret- ‘Arasake 20mm Hypervelocity Smaothbore and fires atthe stationary target. is target number Toitisa 15 range 100m) His Reflex 6, plus his ifleskillof3, +4 for mobile target and +4 forLarge target. He rolls a5 fora total of 22. He hit! but nota really good hit; had he rolled an 8+, he would've had 225, which would have raised the penetration of his 20mm from 4106 ‘Clawdark shot the AV.4's side, sothe vehi- cles armors 75% f2, rounded up, whichis stil Peretration4inus Amor equals +2. Claws damage die roll is 4 +2, -5 for the AV-4's Body equals |: Minor Damege. Aol of7 and then a2 reveal that Clawdark sot up the Cargo compart ment, probably damaging some medical ger. ‘That doesn't stop the competent and pro- fessional Trauma Team. Immediately the Solos start laying down covering fire, quite neatly blowing Clawdark in al. The team beckpedals, alent, caryng their wounded charges inside the armored hull The AV-4luches into the ar, and Snicke- sak packs out his Scorpion SAM atthe ready. He fies atthe vehicle and rolls an 8 (+4 for large target, +9 for reflexes, +1 for his Heavy Weapons sil, -1 for the weapon accuracy} The To-Hit target is 15 again, and the 21 hits ‘again. The missile hts the bottom armor, which is as thick as the front armor (This AV has beefed up armor on the front and bottom feces). Its Penetration i 4, andthe Armor Value i for 40 penetration. The damage rollis 95 {or the Bod] = 4, Minor Damage. The location roll is 1-2 for shooting at the bottom) =-1, Fuel. Oops. Civilian AVs don’t carry extensive military fuel protection and ante systems. The GM rolls a 010 fora 1, and the AV-4is on fire! The Trauma Team scrambles for theit portable fire extinguishers inside while Sicker-snak beats a hasty retreat MAximuM METAL 7 ioe ah ayaa] ie enes ao) Pre aed ern eee eat ables. Many tanks will have a rema Dot and S eee) oe eee ena emu ara Pen ere Cee eet a ea ee Naas Ce eae solten up difficult areas that would Pree eel craft, Even Powered Armor units are een ae ae oa Cs Rrra) Cee eto Cesarean ay CeCe as eC eet tee Secor eras Cee ee tc) eee ay me areas since counte aCe nny Cone aca) Peat eae Sete cic enes co But military pa ming ens? ees See ea Cen a ee ad Btad cn Hes, eG irr Cera PERSONNEL VERSUS Ee eta) 1. Rolinormeliytohit, 2. Vietim makes LUCK test +15. This does not use up any LUCK points, unless the victim ‘wants to throw LUCK points into the rll Success indicates that he was just grazed ‘and suffers S06 damage toa random oca- tion, Armor helps against ths, but only at half strength! Hf the LUCK test file, thon goto Step 3. 3. Divide victim's average Armor SP by 20, rounding off (see CP 2020, pg. 101), This is the vietim’s Armor Value. Subtract this Armor Value from the weapon's Penetration If the resuitisOor less, the victim takes 206 impact damage and loses 10 SP of armor for every point of Penetration stopped. Ifthe result is 1 or more, multiply the result tes 1010 find the damage the victim receives. In adi- tin, the victim's amos destroyed. Alternatively roll for the location ht, ook up the ‘weapon's damage, roll the dice, and assess damage normally! Example: 4 Police Autogyro witnessed ‘Sicker-snak’s attack on the AV-4, Wanting to ‘make certain that such idiots don't remain inthe ‘gene pool and experiencing a yen to use his big ‘bang-bangs), the cop hoses the rea with his 2” rocket pod. He's at 200m range (Medium, and fires all six rockets just to make sure, He misses by8, fora gross deviation of 16 meters in direc tion #9. But the rocket salvo covers an 18m 2area, so Snicker-snakis in trouble. The punk fails his LUCK test, and takes full damage. He's | wearing a Light Armor Jacket and Kevlar T- Shia, covering 3 locations with SP 19 using the proportional armor rules, CP2020, pg, 101), Unfortunately, that’s only half hist locations! 19/2 = 9.5, rounded to 10, so his AVis 1 Penetration 3 minus AV 1 is 2, for 20 points of damage, Mortal 1 status Few batlfield weapons are capable of indirect fire; most of the ime, the low velocity and high trajectory necessary for indirect fire are not accurate enough for direct battlefield use However, artillery suppor is integral to any bat tle Those weapons capable of indirect fire are noted under the classification Artillery Weapons. Indirect fre requires a spotter, someone who can see the target, can tll where the ta. getis, and can communicate with the fir. This ‘an be one of the fing crew, or someone com mnicatig from miles away, Unless te spotter nas the fring weapon right next to him, he mustknow where he is, and must know where the target i. This requires 2 map, anda knowledge of how to use it renting oneself ona maps Difeuly 15+ Wilderness Survival kil rll. Of couse, ifthe spotter has a satellite or computer navigation system, then he already knows where hes Once the spoterhas located the target, he relays this information to the weapon andthe weapon fires. Since atllery weapons are usu- ally far from the tarot, thir shells take time to reach the target—mortars and launched grenades travel at 400m per turn, an artillery Shelis travel at 600m per tum. At those spoods, some tstantindirect fre may take sverl turns toreach the target! At the end ofthe tun when the shel eaches the target, after everybody hhas moved and take their actions, rl fr the atlry tit. The dificult is 2, andthe only ‘modifiers tothe D10ral are as follows Spotter's (Heavy Weapons + INTY/2 Fiter’s Heavy Weapans/2 Visibility Modifiers (spotter blinded, target con- cealed, darkness, etc.) +3 perturn max four tus of spotted fre at the same target area —not atthe some target, at the same target location. For instance, if ata. gets fred on and moves away from the target €d location, the artillery To-Hit rll does not gain any bonus for fring at the same target. because ithas to shift fire to it the mobile tar. get. On the other hand, ifthe artillery weapon ‘wants to ht that sare location despite the fact thatits target has moved, it does gain the bonus. This bonus can only be gained aftr the first shots) has hit since it simulates te spat ter correcting the fre, "Reabtime” trget-2oqu- sition inks between spotter and gun allow the artery to follow shifting targets (see Remote Targeting Linkin the Equipmentsection} EE an ifthe shot hits, rol onthe Grenade Table to see justwhereithits and workout damage as usual ‘Once shat hits, the To-Hit# crops to 10 and the ‘weapon{s} can continue to fire at that location for as ong as desired without a need fora spt: ter to correct fire. the shot misses, it does so by range/100 meters) x the number of points missed by, in direction determined by the Grenade Table. For instance, a mortar shell fired from $00 ange misses by 12 points. Ths, the round scatters 12x(500/100 =5} 60 meters. ‘There is effectively no limit tothe amount of weapons one spotter can spot for, 2s long as theyre all shooting at the same target. A spot- tercan only spot and correct fr one target oca- tion ata time. Typically, one spotter spats for 4 12 woapons firing in a battery. Indirect fire weapons may ony us indirect fre against ta gets that the fier can’t see If the fier can see the target, use the normal Friday Night Fire Fightrules oc rect fire. pa 1G ‘Abomb scoring a direthit very, very, very rare) muliplies its penetration by five—almost no vehicle can survive a direct bomb impact. Bomb penetration isnot affected by range Bombs fall at 175 meters per turn. You have to target the bomb towards an aiming point when fired; the bomb falls at 175m per {umn uni it hits the ground. Guided bombs can coect thei point of aim 100m per tun, as long as someone's guiding them, Hitting with a bomb: Bombs have a sten- dard To-Hit of 25+. They deviate 10m on the Grenade Table per point thatthe To-Hit all is missed by, times height/100m. A bomb dropped from 800m that missed by 1 point ‘would deviate (500/100) x 10 = 50m. Dive-bombing involves using the aircraft's speed to propel the bomb faster than gravity. The aircraft has to ive at the target for at last ‘one tur; diving at the target for more than one turn counts as aimingt+ WA per turn, max +3) ‘When the bomb is released, it has the aircraft's speed, For instance, an AVX-9 in a pawer-dve has a speed of 700m par turn. fit dve-bombs a target, the bomb falls at 700m per tu. Bombs dropped from a dive lose half their speed every turn after the first until they reach 175m per turn falling speed. So the bomb the AVX-9 dropped will fll 700m the first turn, ‘350m the second tur, and finally 175m per turn on the third tun and from then on. i eo AT ‘military partonce, misslis rocket weapon with guidance. There are two kinds of guidance: ‘Semi-active and active, Semi-actve guidance means that thee is an operator guiding the mis- sil into the target active uidance means that the missile aims itself and doesn’t need any attention from an operator aftr it's launched. Missiles havea minimum range equal to 1/10th of their Long Range, Before that range has passed, the weapon hasn't armed ise ‘Semi-actve missiles have a good postive WA, indicating the ease of hitting the target when you can adjust your round to match the target's movement. They move at aprox 750m jer turn, which means thatthe average S-A missile will take 1-4 turns to reac its target. During this time, the target may move behind cover, try to shoot dawn the missile or destroy its operator, or conceal itself with countermes- sures, At the same time, the operator mustcon- tinue to guide the missile to the target. Hitting with an S-A missile is conducted using the normal procedure (except for the “Paint” missiles). However, the target may aso take actions ifthe missile is detected. These actions are listed in Countermeasures, blow. Hitting witha Pint” missiles @ mater of hiting with the painting laser/radar. The mis silels|is fired before testing to see if the laser/radarhits. Ifthe laser/radar hts the tar get, each missle fired a the target its the tar get on a 10 rollof 210 (a1 misses) Semi-active ATGMs come wit the folowing varieties of guidance, Each quidance type mad- fies the ATGM's base cost Opticat -25% cost. Affected by darkness, smoke (oral or Thermt Nonmat cost. Affected flares, smoke, Radar Paint +10% cost. Affected by jamming, stealth, chaff. Includes 2 radar “gun” onthe launches Laser Paint: +50% cost. Affected by chaff Doubles the speed ofthe missile. Includes @ painting laser on the launcher. Helifres are already laser-guided and are assumed to be double-speed, as well Televisuat +100% cost. Affected by darkness, smoke (normal o IR). Puts @ TV camera inthe mmissile’s nose so the operator can direct the missile from avery remote location. Transforms the missile nto @ Remotely Plated Vehicle. Can be installed on Hellfire. Combination The following types of guidance can be combined. Thermal and Televisual Optical and Tetevisual. Thermal and Radar Paint ‘Active Missiles are fester(1500m per turn; more for Air-to-Air types) and do not use the operator's sil tohit the target. Active missiles ‘track and attack their targets automatically, Using their Skil rating in place ofthe normal operator’ sill + Reflexes when ling tohit ‘They come inthe following guidance varieties Thermal Normal cost for AMS, SAMS; double cost for ATGMs. Affected by flares, IR smoke, Gives a Skill of +15. Radar, Normal cost for AAMRAMs, +100% cost for AAMSs, SAMs, +150% cost for ATGMSs. Affected by jamming, stealth, chaff, Gives a Skil of +20. Optical 150% cost for AAMs, SAMs, +100% for ATGMs. Affected by smoke [normal and}, darkness, Puts a camera and optical tracking brain in the missile soit can track on sight. Gives a Skil of +15. Combinations: Any of the above tracking meth ‘ods can be combined. The missile uses the Sil of the tracking method being used when ithits. COUNTERMEASURES The best way not tobe hit isnot be seen. I there's no cover to duck behind, then there are ways to provide “cover” to order. Detection Usvallya problem has tobe detected before deploying countermeasures. Of course, there are exceptions to ths ule—like putting one's chafffiareejectors on automatic before beginning an attack run known tobe hazardous, or jamming wile tying through stile territo- ry. But evan the exceptions require that you at least suspect hostile activity! GMs should not allow countermeasures to be deployed without a good reason nis ee When ithappens, trouble canbe spotted in one of two ways: electronically or visually. Electronic spotting is covered in the Electronics section, where the uses of active and passive electronics a outind. Visual spotting requires that someone be on the ball to see trouble in the making. This is a Notice/Awareness test; Combat Sense does addin as usual. ‘SAMPLE BATTLERELD INoTice/AWARENESS DIFFICULTIES Single infanteyman 1B Squad (5-10 infantry) 10+ Vehicle 6 Very Large Vehicle a Recolss Rifle ing no fcing mositon) 6+ Missile fing no fring modifier 10+ Missile in ight a ‘SAMPLE NOTICE/AWARENESS MODIFIERS (THESE ARE CUMULATIVE) Unit firing 4 Usit moving 6 Usit in cover 10 Unit camoutiaged 5 ‘Spotted in vehicle 5 ‘Spotter in AFV total -10) 5 ‘Spotter doing something else besides spotting 0 Computer-assisted optics 5 Cyberlnked into vehicle 2 Darkness 3 Using I thermograph tofnd IR-batted target linessence, camouflage) 5 Feaction: As soon as trouble is noticed, coun- termeasures may be deployed. I the attack will hit in the same turn (missiles at short range, normal weaponry) then the defender can only deploy countermeasures if he wins initiative. Otherwise, the defender is free to deploy countermeasures to counteract an attack COUNTERMEASURES EFFECTS CChaft Chaff adds +10 Difcuty to hit with radar or lser-quided systems, the missile misses, it is destroyed, hiting the chat and detonating, Flares Flares add +10 Difficulty to hit with ther- imal systems. If the missile misses, it hits the flare and explodes. | Batfling: AVs and jets add +5 Difficulty to bit with thermal systems, other airplanes and helicopters add +10 Difficulty to hit with ther ‘mal systems. Its always active | Smoke If Smoke ads +16 Difficulty to hit ‘with thermal or optical systems. It cannot be used with vehicles moving at over SOmph, since ‘they would outdistance the smoke! Jamming. Jamming adds +15 Difficulty to hit with radar-quided systems ‘Smoke: Smoke adds +16 Difficulty to hit with ‘optical systems. It cannot be used with vehicles ‘moving at over 50 mph, since they wauld out- sistance the smoke, Stealth: Stealth is also an exception to

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