Smissiles

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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

Until further work is completed (and I don’t know 100% where I am going with this at the moment…,) please use the UNSDB Missile Stats. However, there are some changes:


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 are smart – no matter the size. The prime difference is the overall range of the missile and the power and blast radius of its warhead.

d) 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.



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
  • 2 attacks (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
Anti-Aircraft 1D8x10 2251 Kmph 1.6 Km 6.1 m 1 9 times out of 10, proximity fuse detonates. Defeats target via fragmentation.
Anti-Armour 1D6x10+10 804 Kmph 0.8 Km 0.9 m 1 Must hit to damage aircraft. Automatic critical hit against armour.
Multi-Purpose 1D6x10 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 SVF-1 are NOT transatmospheric. A pilot should eject the pods before attempting atmospheric entry or risk tearing off a wing.

Bifors HMM-01 Micro-Missiles:
  • PRIMARY PURPOSE: Assault/Defense
  • RANGE: 1.6 Km.
  • BLAST RADIUS: 3.05 m
  • DAMAGE: 1D8x10 M.D.
  • 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.

Bifors HMM-01 Micro-Missiles:
  • PRIMARY PURPOSE: Assault/Defense
  • RANGE: 1.6 Km.
  • BLAST RADIUS: 3.05 m
  • DAMAGE: 1D8x10 M.D.
  • 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

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
  • 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.)
  • +3 strike.
    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Anti-Mecha
    • MISSILE TYPES: Any type of standard UN Spacy Short Range Missile can be used.
    • RANGE: Varies with missile type.
    • DAMAGE: Varies with missile type.
    • 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.
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.
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.
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.)
  • +3 strike.

AIM-7M SPARROW

The AIM-7M is an enhanced version of the Sparrow. A need for an upgraded Sparrow was readily apparent after its lackluster performance during Operation Desert Storm. It does however carry a whopping 88 lbs. warhead on it.

  • Primary Purpose: Assault/Defence
  • Missile Speed: 2,500+ MPH
  • Range: 30 Miles (48 KM)
  • Damage: 2D4x10 M.D.
  • Blast Radius: 50 feet
  • Rate of Fire: 1 per hardpoint.
  • Payload: One per hardpoint, up to a potential maximum of 4.
    • Sensor type: heat seeking.
    • 3 attacks per melee.
    • +3 strike.

AIM-9X SIDEWINDER

The AIM-9X is the next generation of a long line of the Sidewinder family. Improved maneuverability, increased resistance to countermeasures, and extremely high off-boresight target acquisition and launch envelope make this also the deadliest in the family.

  • Primary Purpose: Assault/Defence
  • Missile Speed: 1,650+ mph
  • Range: 18 miles (28.8 KM)
  • Damage: 1D4x10 M.D.
  • Rate of Fire: One per hardpoint.
  • Payload: One per hardpoint, up to a potential maximum of 4.
    • Sensor type: heat seeking.
    • 2 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.)
    • +5 strike from behind the target. +1 any other angle.

AIM-54C PHOENIX

The largest and most deadly missile carried by the Tomcat is the Phoenix, the missile that the F-14 was designed specifically to carry.

  • PRIMARY PURPOSE: Assault/Defense
  • MISSILE SPEED: 2,310 MPH
  • RANGE: 126.5 miles
  • DAMAGE: 3D6x10
  • BLAST RADIUS: 40 feet
  • RATE OF FIRE: 1 per hardpoint.
  • PAYLOAD: One per hardpoint, up to a potential maximum of 4.
    • Sensor type: radar.
    • 4 attacks (due to the high speed in most cases if the Pheonix misses, it will spend up to 3 actions turning around. Due to the high speed the Pheonix 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 MISSILES

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.

  • PRIMARY PURPOSE: Assault/Defense
  • MISSILE SPEED: 2,641 MPH
  • RANGE: 46 miles (73.6 KM)
  • DAMAGE: 2D6x10
  • BLAST RADIUS: 50 feet
  • RATE OF FIRE: 1 at a time or all
  • PAYLOAD: Up to 6 long-range missiles
    • Sensor type: radar.
    • 4 attacks.
    • +3 strike.


MEDIUM RANGE MISSILES

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Anti-Mecha
    • MISSILE TYPES: Any type of standard UN Spacy Medium Range Missile can be used.
    • RANGE: Varies with missile type.
    • DAMAGE: Varies with missile type.
    • RATE OF FIRE: 1-3 missiles per hardpoint.
    • PAYLOAD: Three per hardpoint; up to 12 maximum.
  • Sensor type: heat seeking
  • 2 attacks (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.

AMM-1 Hybrid Guided Multipurpose Medium-Range Medium-Warhead Missiles

The AMM-1 is usually mounted three on each hardpoint. They have four stabilizers which extend during launch in addition to nose mounted venier jets.

  • PRIMARY PURPOSE: Assault/Defense
  • RANGE: 80 miles
  • DAMAGE: 2D12x10 M.D.
  • RATE OF FIRE: One or two at a time.
  • PAYLOAD: 3 per hardpoint. Total of 12.
  • Sensor type: heat seeking
  • 2 attacks (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.


Medium Range High Maneuverability Missiles

http://www.macrossrpg.com/~archers/statsimages/HMMmissiles.jpg
  • NOTE: Not available prior to 2040.
    • PRIMARY PURPOSE: Anti-Mecha
    • SECONDARY PURPOSE: Surgical Strikes
    • MEGA-DAMAGE: 2D6x10 M.D.
    • RATE OF FIRE: One per hardpoint.
    • RANGE: 80 miles.
    • PAYLOAD: One per hardpoint; 4 maximum.
http://www.macrossrpg.com/~archers/statsimages/HMMmissiles2up.jpg
  • Sensor type: heat seeking
  • 2 attacks (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.

Long Range Missiles

    • PRIMARY PURPOSE: Heavy Assault
    • SECONDARY PURPOSE: Anti-Spacecraft
    • MISSILE TYPES: Any type of standard UN Spacy Long Range Missile can be used.
    • RANGE: Varies with missile type.
    • DAMAGE: Varies with missile type.
    • RATE OF FIRE: Volleys of 1-4.
    • PAYLOAD: One per hardpoint; 4 maximum.
  • Sensor type: heat seeking
  • 2 attacks (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.


RMS-1 large anti-ship reaction missiles

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
  • RANGE: 500 miles (804 Km)
  • MISSILE SPEED: 670 mph (Mach 1)
  • M.D.C. OF MISSILE: 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: Volleys of 1-5 or All.
  • Sensor type: heat seeking
  • 2 attacks (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.


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.
  • Sensor type: heat seeking
  • 2 attacks (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.


Optional Underwing Mounting

Gun pods
Chaff/Flare pods


Dog fight missiles: heat seeking

Other: heat seeking/radar
Can attack 2 times per melee.
Number of melees for attacking = feul load.  Short range 2 melees.  Medium 4, Long 8.
Only Smart missiles can dodge.  They also have 5 actions per melee.


ECM JAMMER 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 DISPENSORS: Located in the rear middle section of the F-18's fuselage are the counter-measures dispensors. 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: Twenty of each type


3.III B-11A Specialized Reaction Weapon Internal Pallet

The VF-11c can be loaded with two B-11A Internal Weapons Pallets that hold one RMS-1 Reaction Weapon, each.

  • RMS-1 REACTION CRUISE MISSILES: 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
    • RANGE: 804 Km
    • MISSILE SPEED: Mach 1 (1072 Kmph at sea level.)
    • MDC OF MISSILE: 25
    • DAMAGE: 4D8x1,000 MD at ground zero. Reduce damage by a factor of 10 for every 750m the object is away from ground zero. (E.g.: 4D8x100 M.D. at 750 m distant, 4D8x10 M.D. at 1,400 m distant, etc.)
    • RATE OF FIRE: 1 per B-11A Internal Weapons Pallets. The two launchers can be fire linked.
    • PAYLOAD: 1 per B-11A Internal Weapons Pallets for a maximum of 2.


3.II Stonewell/Roice B-7 Standard Internal Pallet

Each leg of the VF-11c can contain an enclosed Stonewell/Roice B-7 Standard Internal Pallet, which can be customized for different mission objectives and carry a variety of different missile types. When activated the internal pallets open and slightly extends from the sides of the legs, allowing all of their payload (usually missiles) to be activated at once, if necessary. The payloads can be activated in any mode. The B-7 standard internal pallet can be equipped to hold up to 9 Bifors BMM-24 all-environment high-maneuverability micro-missiles, or 9 bomblets, each OR additional sensors (avionics) or cargo. In order to carry different types of munitions and/pr loads, the launchers must be exchanged at a UN Spacy base prior to loading.

  • SRM/BMM-24 MISSILES:
    • PRIMARY PURPOSE: Assault
    • RANGE: 8 Km.
    • DAMAGE: 1D8x10 MD
    • RATE OF FIRE: Volleys of 1-9 missiles per launcher, per round. One volley counts as one attack. If necessary, all 18 missiles can be fired in a single round by expending two attacks.
    • BONUSES: The BMM-24 micro-missiles have a +6 to strike and +5 to dodge, and get 3 attacks per round until they hit or are destroyed.
    • PAYLOAD: 9 missiles per launcher, 18 total.



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