General Missile Travel Times
Missile Type |
½ Mile |
1 Mile |
5 Miles |
Max Range |
Mini-Missile |
1 action |
2 actions |
-- |
-- |
Small Missile |
1 action |
2 actions |
10 actions |
6-10 actions |
Medium Missile |
-- |
1 action |
5 actions |
12 minutes |
Long Missile |
-- |
½ action |
2 actions |
25 minutes |
Mini-Missile Hit Rules
Mini-missiles use special rules to determine if they hit, it depends on whether the missile was dumb-fired (with no guidance) or aimed (through Command Guidance).
Dumb-Fired Mini-Missiles
Due to the travel time
of mini-missiles, targets under one-half mile distance can be hit by dumb-fired
mini-missiles with no penalties. However, for mini-missiles dumb-fired at targets
farther than one-half mile, the best the firer can hope for is to trap the target
inside the blast radii of the missiles. While there are no bonuses to hit, the
target gets a +3 bonus to dodge, -1 for each additional missile fired at it.
Command Guidance (optional rule)
It is commonly thought that mini-missiles
are totally unguided. This is not true. In fact, they are more accurate than
most guided missiles! Mini-missiles use what is known as COMMAND GUIDANCE; in
other words, it is the launcher, not the missile itself that provides the
steering commands. The exact process is described below.
Step One: Laser Designation. Also called "painting the target." For Robotech mecha, this is the primary purpose of the targeting system that pops out of the shoulder of GR-103/GR-97-equipped Cyclones; the RL-6 has its own internal system that serves the same function. All Rifts RPA and weapons that fire mini-missiles will have similar systems. The targeting laser is aimed at an impact point chosen by the pilot, on which the missiles will home. Mini-Missiles CAN be used for single-missile called shots, but at normal penalties.
Step Two: Launch. The missiles are launched at the target; remember that only single missiles can be used for aimed shots, as multiple missiles would interfere with each other when trying to hit such a small target. One or two missiles are +3 to hit, three or more are +1 to hit (as per WP rules; If WP Heavy actually possessed, use its bonuses instead). Add in bonuses for High P.P., the targeting system, and/or Cyclone Weapon Systems, if applicable.
Step Three: Tracking. Remember that these missiles have to track to their targets; if the firer has to dodge, the missiles will no longer have guidance, and will continue on their last course in a straight line. Unless the target is stationary, this will always result in a miss.
Any target under 1000 feet distance requires less than a second to reach, and won't interfere with a firer's autododge (except vs. simultaneous attacks).
Targets at 1001-2500 feet force the firer to waive the ability to dodge for one attack sequence.
Targets at 2501 feet to 1 mile can only be hit by certain mini-missiles and cause the firer to lose the next attacks' action (if one possessed), WITH ONE EXCEPTION. If the firer still has both attacks and missiles remaining, he can fire another salvo at the same target while guiding the first missiles in (requiring another strike roll). The first volley of missiles hit at the end of the second action sequence, the second volley (if fired) at the end of the third, and so on. As long as missiles & attacks remain, continuing fire can be used.