Anthias- Pre-Ikire Missiles
The following missile systems use a gratuitous amount of house rules in there construction. For one thing, missiles can use any projectile ammunition types for there warheads. The cost multiplier for any type of ammo is 1/2 that of any that is greater then x2. So an armor piercing warhead multiplier is x2 for a missile. Another thing, is that the area of effect multiplier also affects the weight of the missile (but not its toughness) for any type of warhead except smoke or scatter. With these two points in mind lets start.
All costs are in full, after scaling costs, cp.
Rockets/Mini-Missiles These are built using 1/5 scale rules and all use 2/5 (full scale) spaces. This means that 5 missiles can fit in two full scale spaces. Weapon accuracies do not reflect targeting mecha of other then 1/5 scale.
- Designation: Arrow (Cost:.67cp Weight:33kg)
- Damage: 2k(50hits) WA:+2
- Range: 11 hexes (550m) effective / 121 hexes (6km) Maximum
- Special Notes: Standard (but extremely compressed damage zone. Only direct hits do damage, this is instead of the effect 'getting specific' sidebar in MZ+ page11)
- Role: The Arrow missile is a very accurate missile with a shaped charge warhead. This makes it perfect for surgical strikes in sensitive areas.
- Designation: Cloud Burst (Cost:.72cp Weight:33kg)
- Damage: -10 awareness WA:-1
- Range: 3 hexes (150m) effective / 9 hexes (450m)
- Maximum Special Notes: Smoke, Blast Radius 8 (85m from centerpoint)
(about BR1 hex)
- Role: The Cloud Burst is a support missile using opaque smoke. (The 'you can not see your hand in front of your face' type.)
- Designation: Dart (Cost:.67cp Weight:33kg)
- Damage: 2k(50hits) WA:+2
- Range: 11 hexes (550m) effective / 121 hexes (6km) Maximum
- Special Notes: Standard
- Role: The Dart is the typical missile payload in weapon systems designed for the Mini-Missile classification. A good all purpose type.
- Designation: Firefly (Cost:.67cp Weight:33kg)
- Damage: 2k(50hits) WA:+0
- Range: 11 hexes (550m) Effective / 121 hexes (6km) Maximum
- Special Notes: Incendiary (50hits,25hits,10hits,5hits,5 hits)
- Role: The Firefly's primary goal is to reduce the effectiveness of armor by untempering it. It is not a weapon that sees much use since it is not as accurate as other missiles. Still, it is good for armored ground targets, such as tanks.
- Designation: Plasim (Cost:.67cp Weight:17kg)
- Damage: 1k(25hits) WA:+2
- Range: 8 hexes (400m) Effective / 64 hexes (3.2km) Maximum
- Special Notes: Scattershot effect
- Role: The plasim warhead detonates releasing a thick cloud of magnesium dust which is ignited, the resulting in a small cloud of 'flash heat' enough to turn an unprotected target to ash. Effective in removing armor from lots of servos.
- Designation: Redeye (Cost:.67cp Weight:33kg)
- Damage: (5/5) WA:+3
- Range: N/A
- Special notes: There are actually 2 counter missiles (i.e. 2 firings) in a tube of the same size and shape of the other Mini-missiles. Their damage class of 1k enables them to take out missiles of up to 15kill range (15k/15 = 1k durability)
- Role: Redeyes are defensive measures. They seek out and destroy incoming missiles.
- Designation: Wasp (Cost:.67cp Weight:17kg)
- Damage: 1k(25hits) WA:+0
- Range: 8+ hexes (400m) Effective / 64+ hexes (3.2km) Maximum
- Special notes: Smart 4/6+
- Role: The Wasp is a very effective nuisance. A swarm of these can drive even a good pilot insane dodging these things. Its advanced, homing guidance almost assures that it will eventually strike the target when the pilot becomes fatigued and makes an error.
Short Range / Dogfight Missiles These missiles are built full x1 scale and each take up 1 full space. (The Wraith has extra padding to keep it interchanable with other missiles.)
- Designation: Hawk (Cost:1cp Weight 167kg)
- Damage: 5k WA:+3
- Range: 8 hexes (400m) Effective / 64 hexes (3.2km) Maximum
- Secial Notes: Standard
- Role: The Hawk is the standard air-to-air dogfighting missile.
- Designation: Reflex (Cost:1.03cp Weight: 100kg)
- Damage: 3k WA:+0
- Range: 6+ hexes (300m) Effective / 36+ hexes (1.8km) Maximum
- Special Notes: Smart 2/9+
- Role: This advanced missile system is in expermental use.
- Designation: Spear (Cost:1cp Weight:167kg)
- Damage: 5k WA:+0
- Range: 24 hexes (1.2km) Effective / 576 hexes (28.8km) Maximum
- Special Notes: Standard
- Role: This is primarily used as an intercepter or first stike weapon. Its extreem range insures that the pilot may fire first in nearly any air battle.
- Designation: Wraith (Cost:.96 Weight:267kg)
- DamageL 8k WA:+2
- Range: 5 hexes (250m) Effective / 25 hexes (1.25km) Maximum
- Special Notes: Standard
- Role: The Wraith is the best missile for those who like getting up close and personnal with their air-to-air opponents. A single Wraith hit almost assures any aircraft hit will go down. Its massive payload makes it slightly slower to respond then a Hawk as well as a significant reduction in range.
Assault Missiles / Bombs These types all are bought at x1 scale. They also take up 2 full scal spaces.
- Designation: Drill (Cost:2cp Weight:667kg)
- Damage: 20k WA:+0
- Range: 16 hexes (800m) Effective / 256 hexes (12.8km) Maximum
- Special Notes: Standard
- Role: This is used to destroy hardened fortifications.
- Designation: Hades Bomb (Cost:2cp Weight:667kg)
- Damage: 4k WA:+0
- Range: 0 hexes (bomb)
- Specail Notes: Incenidary, Blast Radius 3 (175m from centerpoint)
- Role: This is a very effective support weapon that can turn an entire city block to ash.) Even armored troops stand no chance if caught in this inferno.
- Designation: Hive (Cost:2cp Weight:667kg)
- Damage: 2k WA:+0
- Range: 5 hexes (250m) Effective / 25 hexes (1.25km) Maximum
- Special Notes: Blast Radius 10 (That's just over a full km diameter!)
- Role: This weapon airbursts, sending thousands of smaller submunitions over a great area. This is effective in both denying an enemy cover from forests as well as killing any soft targets in the area.
Long Range Missiles: Long range missiles are often used in installations or ground moble units. They are built as x1 scale weapons and take up 8 spaces each.
- Designation: Hellfire (Cost:8cp Weight:1,333kg)
- Damage: 4k WA:-2
- Range: 21 hexes (1km) Effective / 441 hexes (22km) Maximum
- Special Notes: Incenidary, Blast Radius 8 (425m from centerpoint)
- Role: This is a missile version of the Hadies bomb.
- Designation: Valkery (Cost:8cp Weight:533kg)
- Damage: 16k WA:+3
- Range: 56 hexes (2.8km) Effective / 3136 hexes (156km) Maximum
- Special Notes: Standard
- Role: This missile is a surface to air defense missile (SAM). It is used to knock out any aircraft or cruse missiles before they get into strike range. This weapon WILL down any aircraft unlucky enough to be in its way.
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