ROCKET/MISSILE WEAPONS

Note: Rocket Weapons are high-explosive, their penetration is not affected by range. Missiles and rockets scatter as per the Rocket Salvo rules if the target is missed.
*HEAT warhead Composite Armor halves penetration.
**If the painting laser hits the target that round, then the Hellfire hits.

 

2" rocket
Accuracy : -2
Availability : Poor
Damage : 6D10
Magazine : 1
Rate of fire : 1
Penetration : 3
Range : 500 meters
Reliability : very reliable
Burst : 3 meters
Cost : 100 eb
Space : 1 espace pour 12 roquettes
Reference : Maximum Metal
A small bombardment rocket intended to injure infantry and other light targets. Normally mounted in 1,3,6, and 19-shot pods. Any number of rockets can be fired from a pod in one turn. Pods cost 200 euro per rocket space.

 

2.75" rocket
Accuracy : -2
Availability : Poor
Damage : 8D10
Magazine : 1
Rate of fire : 1
Penetration : 4
Range : 500 meters
Reliability : very reliable
Burst : 6 meters
Cost : 200 eb
Space : 1 espace pour 10 roquettes
Reference : Maximum Metal
A medium rocket for medium-hard targets. Normally mounted in 3,6, and 19-shot pods. Any number of rockets can be fired from a pod (or set of pods) in one turn.

 

3.5" rocket
Accuracy : -2
Availability : Poor
Damage : 9D10
Magazine : 1
Rate of fire : 1
Penetration : 5
Range : 600 meters
Reliability : very reliable
Burst : 8 meters
Cost : 400 eb
Space : 1 espace pour 6 roquettes
Reference : Maximum Metal
A large rocket intended for hard targets. Normally mounted in 3,6 and 9-shot pods. Any number of rockets can be fired from a pod (or set of pods) in one turn.

 

5" rocket
Accuracy : -2
Availability : Poor
Damage : 13D10
Magazine : 1
Rate of fire : 1
Penetration : 7
Range : 2000 meters
Reliability : very reliable
Burst : 15 meters
Cost : 1 000 eb
Space : 1
Reference : Maximum Metal
An artillery shell with a rocket motor. Mounted in singles. Any number of rockets can be fired in one turn.

 

AAM, short-ranged
Accuracy : 15A
Availability : Poor
Damage : 15D10
Magazine : 1
Rate of fire : 1
Penetration : 8
Range : 1500 meters
Reliability : very reliable
Burst : 12 meters
Cost : 15 000 eb
Space : 1 espace chacun
Reference : Maximum Metal
Air-to-Air Missile, a dogfighting missile, this missile tracks using infra-red or some other active method (Active missile; Skill +15). It ignores target movement to-hit penalties when fired at aerial targets. Hitting a non-aerial target is +20 Difficulty (practically impossible). Its speed is 2250 km/h.

 

AAMRAM
Accuracy : 20A
Availability : Rare
Damage : 17D10
Magazine : 1
Rate of fire : 1
Penetration : 9
Range : 8000 meters
Reliability : very reliable
Burst : 12 meters
Cost : 250 000 eb
Space : 3 espaces chacun
Reference : Maximum Metal
Air-to-Air Medium Ranged Active-homing Missile, an active radar-tracking missile (Skill +20), this monster reaches out 50 miles at Mach 2 (1500 mph) to attack its target. It does not use the normal range To-hit Difficulty, having a set To-hit of 10. The modifiers for the target's size and ECM are the only modifiers used to the to-hit die roll. The firer's skill, reflexes, computers, etc., do not apply to the AAMRAM's to-hit roll. Target movement modifiers are ignored as well.

 

E-Harpoon
Accuracy : +1
Availability : Rare
Damage : Spécial
Magazine : 1
Rate of fire : 1
Penetration : 20 (voir description)
Range : 500 meters
Reliability : standard
Cost : 10 000 eb
Space : 1
Reference : Maximum Metal
This is an electrocution missile. It consists of a missile that is fired at the target, trailing a power line (this projectile can be attacked by anti-missile systems) connected to a capacitor bank in the launching vehicle. When the missile hits, it adheres to the target unit's surface. A massive electrical charge is then shunted through the line, melting both line and missile, but not before conducting this charge to the target. The target is hit with an effective Penetration of 20, ignoring armor ! Vehicles with composite armor use their armor rating against this attack, as well as their Body rating.
Damage caused by this weapon is often temporary, as backup circuits come online. Each turn after damage is caused, the backup circuits cut in on a D10 roll of 1 or 2, negating the damage caused by the E-Harpoon. Vehicles with Damage Control Systems recover in this fashion on a roll of 1-8. ACPA with EMP Sponges or Capacitors recover on a 1; but the devices are burned out, and the suit must use its backup Reality Interface (if any), and has its normal operating time cut in half.
Recharging the capacitor bank takes a good 48 hours on 440 industrial power. There's enough power involved to run a Crowder electric car for months.

 

HATGM
Accuracy : +2
Availability : Poor
Damage : 18D10 AP
Magazine : 1
Rate of fire : 1
Penetration : 18*
Range : 3000 meters
Reliability : very reliable
Burst : 4 meters
Cost : 10 000 eb
Space : 5 espaces, 1/3 espace par tir
Reference : Maximum Metal
Heavy Anti-Tank Guided Missile, a wire or IR-guided missile. Most common include the Soviet Songbird, the U.S. TOW-III, Militech's Anvit-2, etc. Each extra missile costs 3500 eb.

 

Hellfire
Accuracy : **
Availability : Poor
Damage : 20D10 AP
Magazine : 1
Rate of fire : 1
Penetration : 21*
Range : 3000 meters
Reliability : very reliable
Burst : 4 meters
Cost : 10 000 eb
Space : 1 espace chacun
Reference : Maximum Metal
Laser-guided, extremely heavy and lethal. To use it, the target is painted with a laser. The missile(s) is fired before testing to see if the laser hits. If the laser hits the target, each missile fired at the target hits the target on a d10 roll of 2-10 (a 1 misses).

 

HLAW
Accuracy : -2
Availability : Poor
Damage : 11D10 AP
Magazine : 1
Rate of fire : 1
Penetration : 12*
Range : 200 meters
Reliability : very reliable
Burst : 4 meters
Cost : 800 eb
Reference : Maximum Metal
A heavy one-shot throw-away.

 

LATGM
Accuracy : +2
Availability : Poor
Damage : 12D10 AP
Magazine : 1
Rate of fire : 1
Penetration : 12*
Range : 1000 meters
Reliability : very reliable
Burst : 4 meters
Cost : 3 000 eb
Space : 2 espaces, 1/5 espace par tir
Reference : Maximum Metal
Light Anti-Tank Guided Missile, a wire-guided semi-active control missile. Popular brands include the Milan-C, the Militech Hotshot, and the Arasaka AP87. Can be bought as a single-shot (3000 euro) or reloadable (2500 euro, each extra missile costs 1500 euro).

 

LAW
Accuracy : -2
Availability : Poor
Damage : 4D10 AP
Magazine : 1
Rate of fire : 1
Penetration : 4*
Range : 200 meters
Reliability : very reliable
Burst : 2 meters
Cost : 300 eb
Reference : Maximum Metal
A throw-away one-shot weapon. It's probably not the classic M72 LAW, but any one-shot throw-away is generically called a LAW.

 

SAM (Scorpion 16)
Accuracy : -1
Availability : Poor
Damage : 7D10
Magazine : 1
Rate of fire : 1
Penetration : 4
Range : 1000 meters
Reliability : very reliable
Burst : 6 meters
Cost : 1 000 eb
Reference : Maximum Metal
Surface-to-Air Missile, the Scorpion is representative of these missiles. When tracking an aerial target, they ignore to-hit penalties for target movement. Hitting a non-aerial target is +10 Difficulty.

 

VSAM
Accuracy : 15A
Availability : Poor
Damage : 15D10
Magazine : 1
Rate of fire : 1
Penetration : 8
Range : 5000 meters
Reliability : very reliable
Burst : 10 meters
Cost : 10 000 eb
Space : 1 espace chacun
Reference : Maximum Metal
Vehicle-Mounted SAM, essentially vehicle-mounted versions of Air-to-Air missiles, these heavy missiles ignore target movement to-hit penalties when firing at aerial targets. They are Active missiles with a Skill of +15, using either radar or infra-red homing, so the operator's skill doesn't enter into hitting the target. Hitting a non-aerial target is +10 Difficulty.