(1 vote, average: 5.00 out of 5)

One thing that has been missing from TNE since its conception, is the fully independent missiles or FIMs as they are called. In the real world they are commonly known as fire-and-forget. missiles, but now this changes.

What we need is a guidance and control package that are able to independently identify, track and engage targets. In addition to the control package, it also needs sensors. From Brilliant Lances we know that the FIMs have their own assets, i.e. skill.
Design rules

Control packages comes are available from TL-8 where the early anti ship missiles are introduced, their capabolities are limited, but their introduction are essential as it frees up sensors and operators at the launching platform so crew may tend to other targets while the missile does its job.

The following packages are available

 TL  Volume  Mass  Price  Attack  Memory

 8

0.01

0.002

0.050 

5

4

 9

 0.01

 0.002

 0.065

 6

 6

 10

 0.005

 0.001

 0.080

 7

 8

 11

 0.005

 0.001

 0.090

 8

 8

 12

 0.004

 0.001

 0.095

 10

 10

 13

 0.003

 0.001

 0.100

 11

 10

 14

 0.003

 0.001

 0.120

 13

 12

 15

 0.003

 0.001

 0.125

 14

 12

 16

 0.002

 0.001

 0.130

 16

 14

Volume in Kl, mass in ton and price in Mcr. Attack is the package asset wich are used in task resolution. Memory is available space for advanced commands and target information.

Game rules

FIM missiles are launched as other missiles in BL. However, FIM missiles have a wide variety of capabilities which ensures that it really can do its job without an operators intervention.

Target aquisition

The most common targetting practice is to launch a one or more missiles against already identified targets. Target data is then uploaded to the missile and then launched. However, sometimes it may be wise to launch missiles without giving them a fixed target, but a target list to choose from when the missile goes active. The missile is then given known signature profiles of expected crafts in the area, so when the missile goes active, it may choose a target after its uploaded data and priority list. Missiles with active sensors may be given orders to just attack ships based on IFF codes. However, in a fight, or in situations where ships expect trouble, most ship commanders will turn of IFF transponders to prevent it from answering interrogations.

All target data takes memory space. Each target prfile takes one memory space. However if there is two ships of same class, but the missile must only attack one spesific ship of that class must have an extended signature profile uploaded to prevent it from attacking the wrong craft. This extended profile uses two memory slots instead of one.

Tracking

FIMs may have active and/or passive sensors. But only missiles with active sensors may attack targets based on IFF coding. Missiles may also be launched silent, i.e. with only passive sensors and given orders to move to a certain position before going active to search for targets. FIMs that do their own target tracking needs to have their nose pointed towards their target(s) to be able to track and engage them.

If a target manages to move outside the tracking cone of the missile, the missile may try to regain track the next turn. The missile then rolls an average task the first round where it needs to regain track prior to movement. If the roll fails, the defender decides how the missile moves. If the task succeeds the attacker may move the missile. If the missile now hasn't managed to regain its target it may try again to regain track, but only if the last task was successful. However, this time the task is increased with one level. And the task will go up each round until it has to fail (beyond impossible) or the task finaly succeeds.

If the task succeeds and the missile manages to get its target within its search cone it must roll a detection task based on its sensor range and asset. If the task succeeds the missile may then track it target as normal. If there is two ships of the same class within the search cone it will engage the closest. If it must only attack one of the ships and hasn't gotten the extended target profile, the attack difficultyl is increased with one level. If the task fails catastrophically the missile engages the wrong target.

If a missile has been given very general target information when attacking idependently it will engage the closest or the largest fo two or more ships are at the same range from the missile.

The attack  itself is rolled like standard missiles, but using the asset of the missile.

Increasing missile capability

The memory can be used to store more than target profiles. It can also be programmed to increase the attack asset to the missile. However, there is a limit. Each increase of  attack  needs one slot of memory.

To program a missile takes about one round, and has to be done in the round prior to launch. Thus some forward planing may be in order. Attack programming like this may only be done in attack as each combat situation is different.

Programming the missile is a uncertain task, so both the referee and the player is rolling it. Prior to rolling the player decides for a difficulty level. Higher difficulty chosen gives the opportunity to increase the missile capability tremendously, but also has the chance of great failure.

Task: [difficulty/uncrtain], robotics

Difficulty Capability increase (rolled by player) If one fails the referee substracts If both fails Referee substracts 
Easy 1 point 1D6 Missiles capability is reduced to half
Average  Rolls one D6 per skill level and adds the best 2D6 Missiles capability is reduced to one 
Difficult  Rolls one D6 per skill level and adds the highest and the lowest.  2D6  Roll on the misguided missile table
Formidable  Rolls one D6 per skill level and adds the two best dice. 3D6 Roll on the misguided missile table and add 1 to the roll
Impossible  Roll one D6 per skill level and adds two best dice and the lowest 4D6 Roll on the misguided missile table and add 2 to the roll

Misguided missile table (1D6)

Roll  Effect  
 1 Missile won't launch and needs to be defused
 2 Missile launches but doesn't arm itself. It behaves at planned, but doesn't explode when it should engage its target. Missile goes dead afterwards.
 3 Missile behaves as planned, but looses track after 1D3 rounds and keeps accelerating until the fuel burns up.
 4 Missile looses one of its target profiles. It may refuse ro engage if no other profiles are available.
 5 Missile will fire its thrusters erraticaly. When thrust is needed it will apply 2D6 G thrust this round, regardless of how much it needs. It may not use more thrust that it is capable of.
 6 The missile explodes prematurely. Substract one from the hits roll. 
 7 Missile launches and explodes after 1D6 hexes travelled. 
 8 Missile launches and after 1D3 rounds does a 180 and engages a random target. Preferably one with a similar profile as it has uploaded. 

 

Comments

avatar Dude59
0
 
 
cool, I needed some of these
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Last Updated (Saturday, 17 October 2009 17:52)