Special Warheads
Most missiles used are not smart missiles. However, this does not mean
that they do not have guidance systems. Missiles can employ a wide variety
of different guidance systems. See the
Weapon
Guidance article for more information on different guidance types and
availability.
Note: Unlike other missiles which often
only damage through blast radius, the warheads described here do not
inflict double damage on a direct hit. This is because either almost all of
the hits are already direct, or being at the center of the explosion doesn't
matter. Natural 20s still count as a critical strike.
Cluster
Cluster warheads work by dispersing numerous submunitions. Each
submunition is a small grenade-like bomb. These bombs impact all over the
target area cratering it, thus causing widespread damage. Historically, one
of the more useful applications of these warheads was for disabling runways.
The cluster munitions impact all over the runway, rendering it unusable. The
runway must then be repaired before it is possible to use it again. Cluster
missiles have become somewhat less useful, though, with the increasingly
widespread use of VTOL aircraft.
| Warhead |
Damage |
Speed |
Maximum Range |
Blast Radius |
M.D.C. |
Price |
| Cluster (MRM) |
1D6x10 * |
500mph (804kmph) |
20 miles (32.2km) |
5ft (1.5m) |
10 |
25,000 |
| Cluster (LRM) |
1D6x10 * |
1000mph (1608kmph) |
200 miles (322km) |
5ft (1.5m) |
20 |
100,000 |
* This weapon works by distributing (100 for MRM, 200
for LRM) grenade type bombs to the target area. Each bomb does 1D6x10 MD
to a 5 ft radius. The bombs are dispersed evenly within a 25ft radius
for MRMs and a 35ft radius for LRMs.
Anti-Runway versions of the missiles are programmed slightly
differently. All of the bombs are dispersed along a path down the
runway, thus rendering is unusable. MRMs create a path 20ft wide by 75
ft long, LRMs create a path 30ft wide by 100 feet long. |
Top-Attack Anti-Armor
Top-attack anti-armor (TA3) missiles
are designed to strike armored vehicles from above, where they are most
vulnerable. These missiles work by delivering what is known as an
explosively-formed-projectile or EFP. These EFPs travel at velocities in
excess of 6560 ft/s (2000m/s) and are usually capable of punching through
the relatively thin upper armor of many vehicles.
| Warhead |
Damage |
Speed |
Maximum Range |
Blast Radius |
M.D.C. |
Price |
| Anti-Armor (MRM) |
2D4x10 * |
500mph (804kmph) |
40 miles (64.4km) |
5ft (1.5m) |
10 |
30,000 |
| Anti-Armor (LRM) |
2D4x10 * |
1000mph (1608kmph) |
200 miles (322km) |
5ft (1.5m) |
20 |
125,000 |
| * TA3 warheads will
penetrate the armor if the damage done equals or exceeds 30% of the
remaining armor of the area being attacked. If an EFP penetrates, all
targets inside, including equipment, take one-third inflicted damage. |
| ** Long-range missiles using the TA3
warhead actually carry five EFPs. Each EFP, once deployed, is capable of
attacking a separate target independently within 75ft (22.9m) of
dispersal. EFPs will automatically attack separate targets unless fewer
than 5 targets are present, in which case all targets will be attacked
evenly with multiple hits on the largest target. |
Deployable Minefield
Deployable minefield missiles are used to deliver mines in front of,
behind, or even on top of enemy troops. Minefields will usually severely
slow down advancing troops as they attempt to either clear or bypass the
field. This time can be used by friendly troops to regroup, attack, or any
of a number of things.
| Warhead |
Damage |
Speed |
Maximum Range |
Blast Radius |
M.D.C. |
Price |
| Anti-Personnel Minefield(MRM)* |
7D6 ** |
600mph (966kmph) |
50 miles (80.4km) |
20ft (6.1m) |
10 |
30,000 |
| Anti-Personnel Minefield(LRM)* |
7D6 ** |
1200mph (1929kmph) |
400 miles (643km) |
20ft (6.1m) |
20 |
110,000 |
| * MRMs deliver 50 mines covering a 150ft by 150ft (45.7m
by 45.7m) area. LRMs deliver 100 mines covering a 200ft by 200 ft (61m
by 61m) area. The delivery pattern ensures that the entire area is
covered, with all areas within the trigger radius of at least one mine. |
| ** Anti-personnel mines will be triggered by pressure of
over 100lb (45kg) within 15ft (4.6m). |
| |
| Anti-Vehicle Minefield (MRM)* |
1D4x10 *** |
600mph (966kmph) |
50 miles (80.4km) |
20ft (6.1m) |
10 |
32,000 |
| Anti-Vehicle Minefield (LRM)* |
1D4x10 *** |
1200mph (1929kmph) |
400 miles (643km) |
20ft (6.1m) |
20 |
115,000 |
| *** Anti-vehicle mines will be triggered by pressure of
over 400lb (180kg) within 15ft (4.6m) |
Fuel Air Explosive
Fuel-Air Explosives (FAEs) are designed to cause massive damage by
misting, then igniting a cargo of fuel. This detonation causes an incredible
concussive effect. FAEs are much more effective against infantry or very
lightly armored targets than against hard targets. One of the more useful
aspects of the FAE is that the concussive effect is equal over virtually the
entire blast radius. One unusual use for FAEs deals with minefields. The
concussive pressure from the explosion will often either detonate
pressure-sensitive mines or clear the dirt and earth off of them, making
locating and disposing of them much easier.
| Warhead |
Damage |
Speed |
Maximum Range |
Blast Radius |
M.D.C. |
Price |
| Fuel-Air Explosive (MRM) |
4D4x10 * ** |
600mph (966kmph) |
50 miles (80.4km) |
75ft (22.9m) |
10 |
22,000 |
| Fuel-Air Explosive (LRM) |
4D4x10 * ** |
1200mph (1929kmph) |
400 miles (643km) |
120ft (36.6m) |
20 |
100,000 |
| * Full damage is inflicted to all targets under 150 MDC.
Targets possessing more MDC only take half damage. |
| ** Targets within the blast radius are likely (01-88%)
to be knocked off their feet and stunned (01-65%). Targets knocked down
will lose one melee action and initiative. Stunned targets are -10 to
strike/parry/dodge/roll are the last to attack (no initiative) and lose
half their attacks per melee for 1D4 rounds. |
Illumination
Illumination warheads deliver parachute-suspended flare type lights or
"candles". These provide illumination over a battlefield for at least a
limited amount of time.
| Warhead |
Damage |
Speed |
Maximum Range |
Effect Radius |
M.D.C. |
Price |
| Illumination (MRM) |
* |
500mph (804kmph) |
20 miles (32.2km) |
1500ft (457m) |
10 |
7500 |
| Illumination (LRM) |
* |
1000mph (1608kmph) |
200 miles (322km) |
3500ft (1067m) |
20 |
40,000 |
| * Multiple candles are released from the warheads. The
illumination will last for 10 melees (2.5 minutes). |
Electronic Jamming
This is a very specialized type of warhead. Instead of delivering a
destructive payload, it deploys parachute-suspended jamming devices to
interrupt battlefield control. The jamming covers a large portion of the
electromagnetic spectrum and thus interferes with most forms of
communication, radar, and other electromagnetic devices. Unfortunately, this
also affects friendly forces in the area. However, with advanced notice
friendly forces should be able to cope with the interruption while enemy
forces will be caught by surprise and thrown into confusion.
| Warhead |
Damage |
Speed |
Maximum Range |
Blast Radius |
M.D.C. |
Price |
| Jamming (MRM) |
* |
500mph (804kmph) |
20 miles (32.2km) |
200ft (61m) |
10 |
8500 |
| Jamming (LRM) |
* |
1000mph (1608kmph) |
200 miles (322km) |
500ft (152m) |
20 |
45,000 |
| * All communication or other sensor rolls are performed
at -45% or operate at only 30% capability. Effects last for 20 melees (5
minutes). |
Laser Designating Devices
This is a very rare and expensive warhead. The warhead delivers several
parachute-suspended laser designating devices. These devices will
automatically illuminate or "paint" a target with a low-power laser.
Laser-guided weapons are then able to home in on the target with pin-point
precision. The laser designating devices possess advanced sensors which
allow it to determine what is and isn't a target and give it an effective +6
to strike where applicable.
| Warhead |
Damage |
Speed |
Maximum Range |
Blast Radius |
M.D.C. |
Price |
| Laser-Designator (MRM) * |
** |
500mph (804kmph) |
20 miles (32.2km) |
N.A. |
10 |
30,000 |
| Laser-Designator (LRM) * |
** |
1000mph (1608kmph) |
200 miles (322km) |
N.A. |
20 |
120,000 |
| * MRMs deliver enough devices to paint 5 targets within
a 200ft (61m) radius, while LRMs deliver enough to paint 15 targets. |
** Special Rules:
1) For stationary objects, a main body hit is always successful, as
long as the missile homing in does not roll a "1" on launch.
2) Moving targets require a roll to hit (by the designator) on the
action sequence that the missiles will hit. A natural 20 will result in
a critical strike. However, there are penalties to the roll:
- Speed: -1 to strike per 10 mph/16 kmph of the target.
- Smoke/Fog: -2 to strike.
- Target In Combat: Double existing penalties.
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By Chris Curtis (curtis@thepentagon.com).
With help from Mad Dog (maddog1@Alaska.NET)
and
Kitsune (Kitsune@vabch.com).
Copyright © 1997, 1998 Chris Curtis. All rights reserved.
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