Author Topic: 2 questions about cruise missiles  (Read 4312 times)

grimlock1

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2 questions about cruise missiles
« on: 16 December 2014, 20:42:00 »
Are cruise missile launched from tubes or boxes, a la RGM-84 or MLRS, or are they launched off rails like a Nike-Zeus or SS-1 Scud?

How much damage can a cruise missile take?  If there's a missile on the pad, getting ready to launch, how hard to I have to hit it to keep it from going anywhere?
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Re: 2 questions about cruise missiles
« Reply #1 on: 16 December 2014, 22:32:35 »
Are cruise missile launched from tubes or boxes, a la RGM-84 or MLRS, or are they launched off rails like a Nike-Zeus or SS-1 Scud?

Art has depicted them both ways. The rules really don't care.

Quote
How much damage can a cruise missile take?  If there's a missile on the pad, getting ready to launch, how hard to I have to hit it to keep it from going anywhere?

Well, you're looking at the armor of whatever's mounting the CM launcher. This can range from a Kalki vehicle, to a Castle Brian's Reinforced Weapons Bunker, so defenses range all over the map.

The missile itself? It reacts as well as any other bit of ammunition when exposed to weapons fire.
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grimlock1

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Re: 2 questions about cruise missiles
« Reply #2 on: 17 December 2014, 13:19:39 »
The missile itself? It reacts as well as any other bit of ammunition when exposed to weapons fire.
So  you're saying that running up to a CM 120 and kicking it with a Firemoth might not have the best outcome for the Firemoth pilot? #P
I'm rarely right... Except when I am.  ---  Idle question.  What is the BV2 of dread?
Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
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glitterboy2098

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Re: 2 questions about cruise missiles
« Reply #3 on: 17 December 2014, 15:45:11 »
until it's actually launched, it's considered to be inside the firing vehicle/emplacement's armor.

Colt Ward

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Re: 2 questions about cruise missiles
« Reply #4 on: 17 December 2014, 16:00:49 »
So  you're saying that running up to a CM 120 and kicking it with a Firemoth might not have the best outcome for the Firemoth pilot? #P

It might if the Firemoth pilot wants to be the first one to orbit.
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grimlock1

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Re: 2 questions about cruise missiles
« Reply #5 on: 18 December 2014, 06:58:50 »
until it's actually launched, it's considered to be inside the firing vehicle/emplacement's armor.
I was thinking more along the lines of a pile of CM120's sitting around waiting to be loaded into a launcher.  Think about SAM City from Flight of the Intruder.   >:D
If a cruise missile is sitting on the ground, not in a launcher and it is struck by weapons fire, will it explode as per the rules for Cruise Missiles, with associated area effect?
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Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

Weirdo

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Re: 2 questions about cruise missiles
« Reply #6 on: 18 December 2014, 07:32:02 »
No, but in TacOps there are rules for ammo booms damaging nearby hexes.

It's a bit odd, but on the whole, ammo that gets hit is simply an ammo boom, with no special rules even for AE weapons. Hell, even nukes or capital-gun shells don't have a larger blast radius(though in their case, it makes sense).
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grimlock1

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Re: 2 questions about cruise missiles
« Reply #7 on: 20 December 2014, 16:07:24 »
No, but in TacOps there are rules for ammo booms damaging nearby hexes.

It's a bit odd, but on the whole, ammo that gets hit is simply an ammo boom, with no special rules even for AE weapons. Hell, even nukes or capital-gun shells don't have a larger blast radius(though in their case, it makes sense).

Is that under and advanced combat or general rules in Tac Ops?
I'm rarely right... Except when I am.  ---  Idle question.  What is the BV2 of dread?
Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

Weirdo

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Re: 2 questions about cruise missiles
« Reply #8 on: 20 December 2014, 16:18:38 »
Page 78. A word of warning, it doesn't differentiate between normal weapon ammo and AE weapon ammo, so the blast will still be far less than an actual Cruise Missile impact. You want big boom, you're gonna have to shoot the missile at someone.
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"Damn you, Weirdo... Damn you for being right!" - Paul
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grimlock1

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Re: 2 questions about cruise missiles
« Reply #9 on: 20 December 2014, 18:22:06 »
Page 78. A word of warning, it doesn't differentiate between normal weapon ammo and AE weapon ammo, so the blast will still be far less than an actual Cruise Missile impact. You want big boom, you're gonna have to shoot the missile at someone.
Smaller boom is actually better.   Odds are that I'll be the one preventing a launch and I have this lovely image of my custom BNC-3S walking up, putting a shoulder into a missile and knocking it over.  Then that missile falls into the next one and the next, like giant, lethal dominos! :D  Okay, I know there isn't a rule for that... Or is there..... >:D
I'm rarely right... Except when I am.  ---  Idle question.  What is the BV2 of dread?
Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

MoneyLovinOgre4Hire

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Re: 2 questions about cruise missiles
« Reply #10 on: 24 December 2014, 00:02:02 »
Congratulations, you've actually managed to come up with a situation that can't be resolved using TacOps.  There should be an award or something for that. [applause]
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grimlock1

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Re: 2 questions about cruise missiles
« Reply #11 on: 24 December 2014, 00:41:29 »
Congratulations, you've actually managed to come up with a situation that can't be resolved using TacOps.  There should be an award or something for that. [applause]
I actually think there might be a way to do it.  Treat the missiles as comperable weight mech that is powered down and use a charge.  I thought there was a melee push but that might have  been from Max Tech.  Anyway, treat the target as a mech that is powered down and/or pilot unconcious, and line them up to apply the domino rule.

Wait, did I just lawyer my way out of my prize?
I'm rarely right... Except when I am.  ---  Idle question.  What is the BV2 of dread?
Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

Fallen_Raven

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Re: 2 questions about cruise missiles
« Reply #12 on: 24 December 2014, 00:47:29 »
Congratulations, you've actually managed to come up with a situation that can't be resolved using TacOps.  There should be an award or something for that. [applause]

I've done more than a few of those myself. All I ever got was being told to stop delaying the game by trying wacky antics.

I still think there should be rules for flipping a parked vehicle.
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grimlock1

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Re: 2 questions about cruise missiles
« Reply #13 on: 26 December 2014, 13:22:01 »
I still think there should be rules for flipping a parked vehicle.

STOP READING MY MIND!!

Or at least grabbing the bumper, and lifting up one end, so you can kick a rock under and high center them.
I'm rarely right... Except when I am.  ---  Idle question.  What is the BV2 of dread?
Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

Colt Ward

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Re: 2 questions about cruise missiles
« Reply #14 on: 27 December 2014, 01:53:21 »
Oh, EVERYONE wants to do the Avengers 2 move . . .
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serack

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Re: 2 questions about cruise missiles
« Reply #15 on: 27 December 2014, 07:20:10 »
I still think there should be rules for flipping a parked vehicle.

if its under your lift limit then just lift I and drop it upside down , before or after you hit someone with it, or toss it :)

Weirdo

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Re: 2 questions about cruise missiles
« Reply #16 on: 27 December 2014, 11:22:56 »
Now come up with rules for how to treat the flipped vehicle. For game balance reasons, it must be a state the vee can escape by itself, and the penalties for being flipped must not be so severe that it can be considered mission-dead.
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serack

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Re: 2 questions about cruise missiles
« Reply #17 on: 27 December 2014, 14:49:03 »
vehicle takes fall damage from 1 level up (waist height on mech ) on whichever faceing it lands on :)

grimlock1

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Re: 2 questions about cruise missiles
« Reply #18 on: 30 December 2014, 16:26:37 »
Now come up with rules for how to treat the flipped vehicle. For game balance reasons, it must be a state the vee can escape by itself, and the penalties for being flipped must not be so severe that it can be considered mission-dead.
Barring outside help, I'm not seeing a way to make anything more advanced than Wile Coyote physics work for righting a flipped vehicle.   Maybe something could be done with bridge layers, backhoes, winches, or salvage arms.

Any any liquid fulled ICE vehicle would have to be a mission kill because the fuel is now on the top of the tank and the fuel line would be at the bottom. 

Flipping hovers could have a punishing modifier because the bottom would be too smooth go get a good grip.
Flipping a track could be be a bear to do.  Until you get the all the weight on the back bumper, the tanker can reverse the tracks and pull away, maybe even pulling the mech into a face plant. If the mech tries to grab from the side....  Let me put it this way, if the mech tries to grab a spinning track, I could easily see a finger or two getting snapped off, along with a good chance of a motive crit.

Wheelies, however are pretty hosed.  No way to right themselves, no plausible innate defense, just stop you grinnin' and drop your linen.

I suppose that any weapons could still work but the turret would be fixed in what ever direction it was in, and you wouldn't be able to spin the entire hull around on the turret, even if it balanced just perfect.

Based on Weirdo's guidelines, which I can't see a way to make this work without being unbalanced.
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Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

serack

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Re: 2 questions about cruise missiles
« Reply #19 on: 31 December 2014, 07:01:05 »
TW pg 97 has rules for picking up vehicles friendly or enemy

mbear

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Re: 2 questions about cruise missiles
« Reply #20 on: 31 December 2014, 08:10:17 »
I still think there should be rules for flipping a parked vehicle.
What's the problem? As long as the parked vehicle weighs less than 10% of the 'Mechs weight, the 'Mech can turtle the vehicle (flip it over onto its roof) without any problem. (10% is the carry weight, and surely if you can carry it you can flip it over.)

Possible House Rule 1: If the vehicle weighs less than 5% of the 'Mechs weight, you can flip it so hard it flips multiple times. Roll 1d6 for number of flips.

Possible House Rule 2: For every ton below 'Mech's max carry weight allowance, roll 1d6 for number of flips through the air. The vehicle is sent into the air a number of levels equal to one half the difference of the 'Mechs max carry weight and the vehicle weight, rounding up.

For example an Aston-Martin Fiver Roadster weighs 1000kg (1 ton). A Wasp sends the Roadster into the air one elevation level, and the Roadster flips over 1d6 times (2-1=1).

An Atlas sends the same Fiver Roadster into the air five levels (10-1=9;9/2=4.5, rounded up to 5) and causes it to flip 9d6 times.
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grimlock1

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Re: 2 questions about cruise missiles
« Reply #21 on: 04 January 2015, 11:20:45 »
What's the problem? As long as the parked vehicle weighs less than 10% of the 'Mechs weight, the 'Mech can turtle the vehicle (flip it over onto its roof) without any problem. (10% is the carry weight, and surely if you can carry it you can flip it over.)
It could even be less if you wanted to go a little crazy.  I can't lift a 2'x1'x1' rock with my bare hands, but put that rock in a wheelbarrow and I can move it any where in the hard with minimal fuss.
I'm rarely right... Except when I am.  ---  Idle question.  What is the BV2 of dread?
Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

cavingjan

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Re: 2 questions about cruise missiles
« Reply #22 on: 04 January 2015, 13:31:09 »
As long as the wheels are free to rotate.

cold1

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Re: 2 questions about cruise missiles
« Reply #23 on: 26 January 2015, 08:37:57 »
Next AFD product.... rules for mech antics


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GoldBishop

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Re: 2 questions about cruise missiles
« Reply #24 on: 26 January 2015, 09:36:48 »
Next AFD product.... rules for mech antics

Factor in radial tilts/tumbles to the third axis...
Get a couple of Lower-and-Hand actuated Assaults...
Starting playing "Catch"

OR

Laze some stitches to the top of a vehicle...
punt some field goals...
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