Guided Missiles
proposed rule updated per review with DAVE
Current rule missiles are standard-attack 1-use weapons. Standard-attack uses:
- the pilot/gunner/operator's bonus to hit and dice pool, plus whatever targeting bonus the missile might add
- range of the missile is the operational range in that attack turn - miss and you're done
- exception is the "idiot savant" missiles
Benefits of current rule missiles:
- ability to simultaneously launch multiple missiles to stack damage
- ability to share a stock of missiles across multiple users
The proposed rule is that essentially ALL missiles are guided.
- missiles cost no dice to use - assigning targets and launching are free actions
- missiles have 2D to attack
- missiles have an effective "duck" that is a combination of evasive movement and being a small target
- missiles can have multiple turns to seek their assigned target
- missile movement capability versus the range they are launched from determines whether their few turns are spent streaking towards their target or making attack attempts
- each missile has separate attack attempts - meaning swarms have a greater statistical spread of probability to hit as well as increased potential damage
- operators can override normal guidance and apply "standard attack" - but only for attacks within 1 turn's range
Δ | Typical Missile |
Damage | 1D |
Speed | 25 km/turn |
Range | 4 turns |
Bonus to Hit | +3 |
Duck | 6 |
Stamina | 1 |