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Created by: Canon Macross
Maintained by: Mr. Sketchley / http://www.macrossrpg.com/~archers/Images/StudioOtaking.gif



Redirect to the: MRC Canon Missile Stats

This work is largely the authors own interpretation based on information from the Macross compendium, pre-existing stats, game-play and the authors translations of pertinent materials. See the references section(s) for details. The author advises the reader to confirm with his or her GM which stats are used in the reader’s game.


Missile Stats

The following is not quite finished. Missile data still needs to be corrolated. The section of bombs is unfinished and a new class of missiles – those that break apart and spread ordinance over a large area still needs to be included. Until then, enjoy.


Guidelines

1) In the anime, missiles never hit in the same attack and we see our heroes taking multiple actions before the missiles hit. (Ex: Macross Zero #1 – Roy has time to 1) release flares, 2) transform from jet to battroid, 3) target and shoot with the head laser AND gun pod at the incoming missiles and 5) dodge incoming fire from the attacking SV-51. Now, if we combine actions 1 and 2 AND include auto-dodges, Roy still took 3 to 4 actions before the missiles were close enough for their proximity fuses to go off!) Therefore:


a) missiles take at least two actions time to hit. This is regardless of the how close the combatants are. The prime reason is the rates of acceleration missiles enjoy. Sure, they accelerate faster then a jet, but they’re still slower then bullets and beam weapons.

b) The time it takes for missiles to hit can be increased if the player takes action to bravely runaway from the missiles. A note of caution with this: facing is directly proportional to the time a missile takes to hit. For example, in a dogfight, the chasing plane’s missiles will take longer to hit the plane being chased due to the direction of travel. In a head to head encounter, the missiles are going to come to take even less time to hit due to the even greater speeds (basically blink and you’re hit.) In this arrangement, if the missile is a ‘smart’ missile, the missile will turn around, catch up and attempt to hit its target again. However, there is a strong chance that even ‘smart’ missiles can never reacquire their target in this facing.

c) ALL missiles in Macross have multiple attacks per melee – no matter the size. The prime difference is the overall range of the missile and the power and blast radius of its warhead.

d) Only ‘smart’ missiles can dodge. Regular missiles, even with multiples of actions, can only use them for strike attempts.

e) ALL missiles fly at speeds faster then Mach 1. Unless if a VF is already flying at speeds at or above Mach 1, the chance of accelerating to a speed where the missiles can be outran is rare. In general, the attacking missiles will have at least 2 chances of hitting the accelerating vehicle before the speed is too great for missiles to keep up with.


VF Hardpoints

  1. The following details the hardpoints on the wings only. For FAST/Super packs and GU hardpoints, see elsewhere.
  2. Important: the weight and shape balance between the hardpoints. If unbalanced the VF’s performance will be reduced. (This basically amounts to –1 on dodge rolls per missile/equipment that's unbalanced. This includes single medium or larger sized munitions loads that.
  3. Due to the location of the hard points, ALL missiles must be fired or ejected before a VF can convert into battroid mode or gerwalk - arms out – mode. For this reason the hard point missiles are usually fired within the first few passes of an attack. (The exception to this is the VF-1.)
  4. ALL VFs have four pivoting hard points (two per wing.) For ease of reference: A, B and C, D.
  5. All hardpoints carrying the same munitions can be fire-linked.


Munitions Load per Hardpoint:

Standard VF loads have hardpoints A & D and B & C with matching loadouts. The outbound A & D hardpoints generally can mount two of the larger (long range) sized munitions.


Glossary

  • Armoured Targets: Tanks, APCs, Destroids, ships (space and surface) and buildings. Rule of thumb: if it can fly, it’s not armoured.
  • Armour Piercing: http://www.macrossrpg.com/~archers/statsimages/HMMmissiles.jpg
    the warhead is most likely HEAT. (Explosive force is funneled down a thin tube into the armour, causing it to liquify and the remaining explosive force is funneled inside the armour.) Though HESH is also possible. (The explosive ‘pancakes’ on the armour prior to explosion. Armour is not penetrated but the ‘pancaked’ explosive charge cause fragments to break off on the inside of the armour and bounce around.) I’m also toying with the idea that this class of missile is –3 to strike fast moving targets (to represent the difficulty in planting HEAT/HESH warheads on the target for the length of time required for them to work properly.)
  • High-Maneuverability Missiles (HMs) are a recent addition to the UN Spacy missile arsenal. They aren’t available prior to 2040. These super-smart bombs are more powerful and have a longer range than their predecessors, plus advanced electronic tracking systems and maeuvering jets that allow them to pursue their prey relentlessly. HMs are available in short range (SRHM), medium range (MRHM), and mini-missile (HMMM) versions.


Dogfight Missiles (AKA Micro/Mini Missiles)

http://www.macrossrpg.com/~archers/statsimages/micromissile.jpeg

These are usually little more then a heat seeking warhead, rocket motor, and 4 veneer jets in the nose. They are almost always fired in a multitude of missiles and carried inside some type of container. They are usually fired only within visual range and usually run out of fuel if their first strike attempt fails.

  • SENSOR TYPE: heat seeking
  • ATTACKS: 2 (in most cases, the missile will use one attack to get to the target. The missile usually only has two when fired from the chasing plane in a dog fight.)
  • +2 strike.
  • RATE OF FIRE: N/A.
  • PAYLOAD: Micro-missiles are never hardpoint mounted UNLESS if in some type of armoured launcher.


Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Particulars
Bifors HMM-01 1D8x10 2251 Kmph 1.6 Km 3.05 m 1 Standard all-purpose micro-missile for the UN Armed Forces.
Erlikon GA-100 Crusher 1D12x10 2251 Kmph 1.6 Km 3.05 m 1 Standard High-Speed Armor-Penetrating micro-missile for the UN Armed Forces. Must hit to damage aircraft. Automatic critical hit against armour.
Little Rock High-Maneuverability 1D6x10 1929 Kmph 8 Km 0.9 m 1 All-Environment Micro-Missiles: +6 to strike, +5 to dodge, and can attack 3 times per melee until they hit, are destroyed, or run out of fuel.
Anti-Aircraft 1D8x10 2251 Kmph 1.6 Km 6.1 m 1 9 times out of 10, proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets.
Anti-Armour 1D6x10+10 804 Kmph 0.8 Km 0.9 m 1 Must hit to damage aircraft. Automatic critical hit against armour.
Anti-personnel – Plasma/Napalm 1D8x10+10 1929 Kmph 1.6 Km 3.05 m 1 Burns for 1D4 melees. Damage is ¼ to all non-fleshy targets remaining in the area of effect. +10 damage only for initial impact. Ineffective outside of an atmosphere.
Multi-Purpose 1D4x10 1929 Kmph 1.6 Km 3.05 m 1 Balanced but not particularly effective against anything.
Tear Gas None 804 Kmph 0.8 Km 6.1 m 1 Glorified mortar round. “Dumb” warhead, no bonus to strike.
Knock-Out Gas None 804 Kmph 0.8 Km 6.1m 1 Glorified mortar round. “Dumb” warhead, no bonus to strike.
Smoke None 804 Kmph 0.8 Km 6.1 m 1 Glorified mortar round. “Dumb” warhead, no bonus to strike.
Fire Retardant None 804 Kmph 0.8 Km 20ft (6.1m) 1 Glorified mortar round. “Dumb” warhead, no bonus to strike.


UUM-7 Micro-Missile Pods

http://home.kih.net/~sbundy/old-files/mm-15.gif

Each UUM-7 carries a total of fifteen Bifors HMM-01 micro-missiles. Bifors HMM-01 are considered to be all-purpose missiles. The UUM-7 pods must always be mounted in opposing pairs. The pods are usually reserved for missions against targets that require a significant amount of firepower in a short period of time. The original UUM-7 pods as seen on the VF-1 are NOT transatmospheric. A pilot should eject the pods before attempting atmospheric entry or risk tearing off a wing.

  • RATE OF FIRE: One, two, three, four or five at a time.
  • PAYLOAD: 15 per pod, for a potential maximum total of 60.


UUM-7 Aerodynamic Micro-Missile Pods

http://www.macrossrpg.com/~archers/statsimages/UUM7MkII.jpg

Over the years as new technologies and materials were developed, the UN Government was able to produce both smaller sized HMM-01 micro-missiles and aerodynamic UUM-7 pods that were capable of surviving reentry. The UUM-7 Aerodynamic Pods must always be mounted in opposing pairs. The pods are usually reserved for missions against targets that require a significant amount of firepower in a short period of time.

  • RATE OF FIRE: One, two, three, four, five, six, seven, or eight at a time.
  • PAYLOAD: 24 per pod, for a potential maximum total of 96.

Short Range Missiles

Short Range Missiles (SRMs) are intended as anti-mecha armaments for use in close-range engagements and fighter combat. These are usually little more then a heat seeking warhead, rocket motor, and 4 venier jets in the nose. They are usually fired in a multiple of missiles. They are usually fired only within visual range and usually run out of fuel if their first strike attempt fails. The UN rarely uses this type of missile. If it is used, it is by non-UN forces. Short-range missiles must be ejected or fired before attempting reentry as they have a tendency to cook-off and explode due to the extreme heat.

  • SENSOR TYPE: heat seeking
  • ATTACKS: 3 (in most cases, the missile will use one attack to get to the target. The missile usually only has three attacks when fired from the chasing plane in a dog fight.)
  • +3 strike.
  • RATE OF FIRE: 1-5 missiles per hardpoint.
  • PAYLOAD: Five per hardpoint, up to a potential maximum of 20.


Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Particulars
Anti-Aircraft 2D6x10 2251 Kmph 8Km 6.1m 5 9 times out of 10, proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets.
Anti-Aircraft Mk II (after 2035) 2D8x10 2251 Kmph 8 Km 9.1 m 5 9 times out of 10, proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets
Anti-Armour 2D4x10+10 1045 Kmph 1.6 Km 1.5 m 5 Must hit to damage aircraft. Automatic critical hit against armour.
Anti-Armour Mk II (after 2035) 2D6x10+10 1045 Kmph 1.6 Km 1.5 m 5 Must hit to damage aircraft. Automatic critical hit against armour.
Anti-personnel – Plasma/Napalm 1D8x10+10 804 Kmph 3.6 Km 4.6 m 5 Burns for 1D4 melees. Damage is ¼ to all non-fleshy targets remaining in the area of effect. +10 damage only for initial impact. Ineffective outside of an atmosphere.
Anti-personnel – Plasma/Napalm Mk II (after 2035) 2D8x10+15 804 Kmph 4.8 Km 7.6 m 5 Burns for 1D4 melees. Damage is ¼ to all non-fleshy targets remaining in the area of effect. +10 damage only for initial impact.
Bifors BMM-24 High-Maneuverability 3D6x10 965 Kmph 9.6 Km 3 m 5 All-Environment Micro-Missiles: +6 to strike, +5 to dodge, and can attack 3 times per melee until they hit, are destroyed, or run out of fuel.
Multi-Purpose 2D8x10+10 1929 Kmph 4.8 m 3.05 m 5 Balanced but not particularly effective against anything.
Multi-Purpose Mk II (after 2035) 2D10x10+10 1929 Kmph 6.0 Km 3.05 m 5 Balanced but not particularly effective against anything.
Tear Gas None 804 Kmph 0.8 Km 9.1 m 5 Glorified mortar round. “Dumb” warhead, no bonus to strike.
Knock-Out Gas None 804 Kmph 0.8 Km 9.1 m 5 Glorified mortar round. “Dumb” warhead, no bonus to strike.
Smoke None 804 Kmph 1.6 Km 9.1 m 5 Glorified mortar round. “Dumb” warhead, no bonus to strike.
Fire Retardant None 804 Kmph 0.8 Km 9.1 m 5 Glorified mortar round. “Dumb” warhead, no bonus to strike.


Short/Medium Range Pre-SWI Missiles

These are being included largely for pre-SWI games. However, there is the option that non-UN forces may employ some of this class of missiles – largely to their ease of manufacturing (when compared to OTEC missiles.)

NOTE: all missiles of this class are limited to atmospheric engagements ONLY! If launched in space, they have no means of altering their direction and will act as dumb-fire missiles.
  • SENSOR TYPE: varies, but usually heat seeking.
  • 3 attacks (in most cases, the missile will use one attack to get to the target. The missile usually only has three attacks when fired from the chasing plane in a dog fight.)
  • STRIKE +3.
  • RATE OF FIRE: 1 per hardpoint.
  • PAYLOAD: One per hardpoint, up to a potential maximum of 4.


Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Sensor Type Particulars
AIM-7M Sparrow 2D6x10 2,500+ Mph 48 Km 50 ft 5 Heat seeking. An enhanced version of the Sparrow. A need for an upgraded Sparrow was readily apparent after its lackluster performance during Operation Desert Storm; carries a whopping 88-lbs. warhead on it. 3 attacks per melee, +3 strike.
AIM-9X Sidewinder 1D4x10 1,650+ Mph 28.8 Km 50 ft 2 Heat seeking. Improved maneuverability, increased resistance to countermeasures, and extremely high off-boresight target acquisition and launch envelope. 2 attacks per melee, +5 strike from behind the target (+1 any other angle,) +25% overcome flares.
AIM-54C Phoenix 3D6x10 2,310 Mph 126.5 Km 40 ft 10 Radar. 4 attacks (due to the high speed in most cases if the Phoenix misses, it will spend up to 3 actions turning around. Due to the high speed the Phoenix can also hit targets well outside of its fuel range limit. However it only has one chance of hitting in this situation,) +5 strike.
AIM-120 AMRAAM 2D6x10 2,641 Mph 73.6 Km 50 ft 10 Radar. Replacing the AIM-7M Sparrow Missile, the AMRAAM, (Advanced Medium Range Air to Air Missile,) is the medium range missile weapon of the Tomcat, allowing it to engage and destroy enemy aircraft at a range of almost 50 miles. The AMRAAM is unlike its predecessors capable of detonating in close proximity to its target rather than having to actually strike it. The AMRAAM is perhaps the most widely know and feared air-to-air missiles in air combat. It is self-guiding up to extreme ranges allowing the pilot to launch and then either evade or follow-up on the attack. 4 attacks, +3 strike.


Medium Range Missiles

http://www.macrossrpg.com/~archers/statsimages/HMMmissiles2up.jpg

Medium Range Missiles (MRMs) make up the bulk of the UN Spacy missile armaments. Intended for medium- to long-range engagements between mecha and small ships, these missiles are usually mounted externally on hardpoints in groups of 1 to 3 missiles and launched in the initial seconds of combat.

  • RATE OF FIRE: 1-3 missiles per hardpoint.
  • PAYLOAD: Three per hardpoint; up to 12 maximum.
  • SENSOR TYPE: heat seeking
  • ATTACKS: 2 (in most cases, the missile will use one attack to get to the target. The missile usually only has two when fired from the chasing plane in a dog fight.)
  • +2 strike.


Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Particulars
AMM-1 Hybrid Multipurpose 2D12x10 2251 Kmph 80.4 Km 12.2 m 10 Guided multi-purpose medium-warhead has four stabilizers, which extend during launch in addition to nose mounted veneer jets.
Anti-Aircraft 3D6x10 2251 Kmph 80.4 Km 12.2 m 10 9 times out of 10, proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets.
Anti-Aircraft Mk II (after 2035) 3D8x10 2251 Kmph 60 miles (80.4km) 15.2 m 10 9 times out of 10, proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets.
Anti-Armour 2D8x10+20 2411 Kmph 48.2 Km 4.6 m 10 Must hit to damage aircraft. Automatic critical hit against armour.
Anti-Armour Mk II (after 2035) 2D10x10+40 2571 Kmph 64.3 Km 6.1 m 10 Must hit to damage aircraft. Automatic critical hit against armour.
Multi-Purpose 2D8x10+10 1929 Kmph 48.2 Km 9.1 m 10 Balanced but not particularly effective against anything.
Multi-Purpose Mk II (after 2035) 2D10x10+10 1929 Kmph 64.3 Km 9.1 m 10 Balanced but not particularly effective against anything.
Anti-Personnel – Plasma/Napalm 2D8x10+10 1929 Kmph 32.1 Km 12.2 m 10 Burns for 1D4 melees. Damage is ¼ to all non-fleshy targets remaining in the area of effect. +10 damage only for initial impact. Ineffective outside of an atmosphere.
Anti-Personnel – Plasma/Napalm Mk II (after 2035) 3D8x10+15 2251 Kmph 64.3 Km 15.2 m 10 Burns for 1D4 melees. Damage is ¼ to all non-fleshy targets remaining in the area of effect. +15 damage only for initial impact. Ineffective outside of an atmosphere.
Fuel-Air 1D4x100 MD. Possibility of heat/burn damage if remaining in the area of effect. 2251 Kmph 64.3 Km 15.2 m 10 Flattens the entire area of its blast radius. Leaves a large burning area. Weakness is that immediately prior to detonation, the missile slows to a virtual crawl. If the missile cannot do this, the blast is only 1 to 10% of the normal amount. Missile is ineffective outside of an atmosphere.
High-Maneuverability 5D6x10 2411 Kmph 128.7 Km 7.6 m 15 All-Environment Micro-Missiles: +6 to strike, +5 to dodge, and can attack 3 times per melee until they hit, are destroyed, or run out of fuel.


Long Range Missiles

Long Range Missiles (LRMs) are the largest and most powerful missiles in the UN Spacy that can be carried by mecha. Intended for anti-warship operations or for taking out groups of enemy fighters, they are usually issued only in situations where heavy combat is unavoidable.

  • RATE OF FIRE: 1 per hardpoint.
  • PAYLOAD: One per hardpoint with the outer hardpoints being capable to carry 2, for a potential maximum of 6 maximum.
  • SENSOR TYPE: heat seeking
  • ATTACKS: 4 per melee until they strike their target or run out of fuel.
  • These smart missiles have advanced tracking and avoidance systems that give them a +5 to strike, +4 to dodge.


Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Particulars
Anti-Armour 3D8x10+20 3228 Kmph 1286 Km 9.1 m 20 At this size, these missiles are considered to be ‘bunker busters’ and Anti-Warship class.
Anti-Armour Mk II (after 2035) 3D10x10+40 3228 Kmph 1286 Km 9.1 m 20 At this size, these missiles are considered to be ‘bunker busters’ and Anti-Warship class.
Multi-Purpose 4D8x10+15 2571 Kmph 643 Km 12.2 m 20 Balanced but not particularly effective against anything. Capable of AA, anti-armour and anti-target (building/ship) uses.
Anti-Personnel – Plasma/Napalm 4D8x10+20 2251 Kmph 804 Km 18.3 m 20 Burns for 4D4 melees. Damage is ¼ to all non-fleshy targets remaining in the area of effect. +10 damage only for initial impact. Ineffective outside of an atmosphere.
Anti-Personnel – Plasma/Napalm Mk II (after 2035) 6D8x10+20 2251 Kmph 804 Km 24.4 m 20 Burns for 4D4 melees. Damage is ¼ to all non-fleshy targets remaining in the area of effect. +15 damage only for initial impact. Ineffective outside of an atmosphere.
Fuel-Air 1D4x1000 MD. Possibility of heat/burn damage if remaining in the area of effect. 2251 Kmph 804 Km 150 m 20 Flattens the entire area of its blast radius. Leaves a large burning area. Weakness is that immediately prior to detonation, the missile slows to a virtual crawl. If the missile cannot do this, the blast is only 1 to 10% of the normal amount. Missile is ineffective outside of an atmosphere. Designed for orbital raids.
Multi-Purpose Mk II (after 2035) 4D10x10+30 2571 Kmph 804 Km 15.2 m 20 Balanced but not particularly effective against anything. Capable of AA, anti-armour and anti-target (building/ship) uses.
Proton Torpedo (after 2035) 10D8x10+50 3228 Kmph 1286 Km 15.2 m 20 The next step down from the RMS-1, without the long term debilitating radiation leftovers. Primarily used for ‘surgical’ ground strikes and Anti-Ship operations.
Proton Torpedo Mk II (after 2035) 10D10x10+50 3228 Kmph 1928 Km 24.4 m 20 The next step down from the RMS-1, without the long term debilitating radiation leftovers. Primarily used for ‘surgical’ ground strikes and Anti-Ship operations.


Special Munitions

Only deployed when there is special permission from UN Government high command.


RMS-1 large anti-ship reaction missile

http://www.steelfalcon.com/Macross/Images/rms1missiles.gif

The standard wing-mounted missiles of the Valkyrie can be replaced with reaction cruise missiles. Three missiles can be mounted on each wing, for a total of six per Valkyrie(two on each outboard hard point and one on each inboard hard point). The missiles are AI-guided, thus they receive a bonus of +5 to strike, +4 to dodge and have two attacks per melee until it hits. The missiles will always strike the center (or main body) of their target.

  • PRIMARY PURPOSE: Anti-Spacecraft
  • Sensor type: Radar then TV/visual during final approach.
  • RANGE: 804 Km
  • MISSILE SPEED: Mach 1
  • MDC: 25
  • DAMAGE: 4D8x1,000 M.D. at ground zero. Reduce damage by a factor of 10 for every 2,500ft (750m) the object is away from ground zero. (i.e. 4D8x100 M.D. at 2,500ft distant, 4D8x10 M.D. at 5,000ft distant, etc.)
  • RATE OF FIRE: 1 per hardpoint.
  • PAYLOAD: One per hardpoint with the outer hardpoints being capable to carry 2, for a potential maximum of 6 maximum.
  • ATTACKS: 4 per melee until they strike their target or run out of fuel.
  • These smart missiles have advanced tracking and avoidance systems that give them a +5 to strike, +4 to dodge.


Multi-warhead Self-Directing Cruise Missile

http://www.macrossrpg.com/~archers/Images/RemoteMissiles.jpeg

The Multi-warhead Self-Directing Cruise Missile has been employed, with mixed results, by the UN Spacy since pre-SWI. Due to its large size, it is mounted above the wing pivot of a VF. Due to this unique mounting location and its large size, it is rarely used. However, when it is used, it is always extremely effective. The cruise missile contains three HMM-01 micro-missile launchers in addition to it’s own main warhead. (Though some missions have the missile returning to base after striking its targets with its internal missile load and gathering some reconnaissance.)

Usually carries Bifors HMM-01 Micro-Missiles
  • RATE OF FIRE: One, two or three at a time.
  • PAYLOAD: 5 per launcher, for a potential maximum total of 15.
OPTIONAL VARIATIONS:
HMM-01 launchers replaced by camera and data storage for long range reconnaissance in enemy territory. Includes a variation of the active stealth and an enlarged fuel reserve.
HMM-01 launchers replaced by an enlarged warhead. The effect is a double strength RMS-1 weapon.

MK-82 LDGB Conventional Bombs

http://www.macrossrpg.com/~archers/statsimages/LGB.gif

As these must have a laser targeting indicator marking the target to work properly, the GM may consider them to act as regular, unguided bombs without the laser indicator marking the target. (three on each hard point)

  • PRIMARY PURPOSE: Assault
  • RANGE: Freefall Laser guided bomb
  • DAMAGE: 4D6x10 M.D. per bomb
  • RATE OF FIRE: 1, 2 or 3 per hardpoint. The hardpoints can be fire-linked.
  • PAYLOAD: 3 per hardpoint, for a potential maximum of 12.
  • +5 strike if a laser targeting indicator is present.



Optional Underwing Mounting

Gun pods

Mounted one of two ways:

  1. Aerodynamic: rear towards the front. Great for atmospheric transportation at high speed.
  2. Attack: business end forwards. All hardpoint mounted gun pods (up to 4, 5 including the regularly included gun pod) can be fire linked.


ECM Pop

Used to defeat hostile radar, the ECM, (Electronic Counter Measures,) jammer will confuse all radar so that the fighter can not be detected or locked onto with radar guided weapons. This does not give away the position of the fighter but it does let the enemy know that they are there. The only way that it can be defeated is with ECCM, (Electronic Counter-Counter Measures.)

  • PRIMARY PURPOSE: Block Enemy Radar
  • RANGE: 30 miles
  • RULES: Confuses all radar within 30 miles, but can be defeated by ECCM, if the ECCM operator gets a higher Sensory Instruments percentage roll against the ECM operator.


Chaff/Flare Decoy Dispenser

Located in the rear middle section of the F-18's fuselage are the counter-measures dispensers. Triggered by the pilot they will release either a chaff cloud or single flare depending on what the pilot chooses. They are used to confuse enemy missiles attacking the fighter. Smart missiles get a 20% bonus when rolling on the below chart.

01-50 Missile/s detonated by Chaff/Flare
51-75 Missile/s loses track of target and veers away in wrong direction, (may lock onto another target)
76-00 No effect, missile is still on target
  • Payload: 10 bursts per dispenser.


http://www.macrossrpg.com/~archers/statsimages/PhalanxMissiles.jpg


Credits

The above is based, in part off of the UNSDB Missile Stats.