renegadelegionneveren dingoffensive - Catsden.net
renegadelegionneveren dingoffensive - Catsden.net
renegadelegionneveren dingoffensive - Catsden.net
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WEAPONS<br />
Ground Based DFM Clusters<br />
Within the Renegade forces, resupply is a common<br />
problem. Due to the very nature of the Renegade<br />
Force’s organization (as a ‘renegade’ force), many<br />
units often find themselves short of ammunition,<br />
supply parts, and so on. It was these shortages,<br />
however, that began the now relatively widespread<br />
use of DFM clusters in many Renegade grav tanks.<br />
The ground arm of the 416th Tactical Strike Legion<br />
(Combined Arms), finding themselves completely<br />
out of SMLM missiles, discovered that with a little<br />
tweaking, the on-hand DFM clusters could fit in<br />
their SMLM launchers. After some jury-rigging,<br />
the tanks rode into battle with their ‘borrowed’<br />
ordinance. (Some of the fighter pilots were none to<br />
pleased when they discovered that they were “out”<br />
of DFM clusters...) In combat, the DFMs performed<br />
admirably, carving a niche for themselves in the<br />
combat sphere.<br />
Game Notes:<br />
Before riding into battle, a grav tank may elect to<br />
replace any or all of it’s SMLM missiles with DFM<br />
clusters. In many ways, a DFM pod is similar to the<br />
Smoke Wall pods--a barrage fired set of rockets, only<br />
in this case, ones fitted with an explosive warhead.<br />
When fired, the DFM performs much as it does in<br />
Interceptor. No lock on is required, nor is painting,<br />
though the shot receives no benefit from a painted<br />
target. The DFM still receives it’s +4 bonus to hit<br />
due to its lack of electronics and its overwhelming<br />
amount of sub-shot. Damage remains unchanged<br />
at a total of 12 points, and is handled as is SMLM<br />
damage as described in the Centurion Technical<br />
Update. A DFM cluster in ground combat has a<br />
range of 18. Against infantry, the DFM behaves as a<br />
15-point weapon.<br />
Heavy Missiles<br />
The new Heavy Missile systems made a big impact<br />
when released. With their homing, long range ability,<br />
they created a whole new set of tactics to be exploited.<br />
The initial companies to release HMs saw a good<br />
return on their investment. But not all was perfect, for<br />
many engineers found it difficult to work around the<br />
four classes of HMs that were available. This lack of<br />
diversity allowed many new companies to jump into<br />
the fray, creating a myriad of HM classes. Of course,<br />
the original manufacturers have not layed back and<br />
watched, and they too have added to their product<br />
lines. In the end, this means that nearly any type of HM<br />
that a designer could want is available...<br />
Adding to the new missiles, a new launcher system,<br />
known as a Payload Pallet, was introduced by<br />
InterMetals, providing a flexible bay/rack for mounting<br />
HMs. Rather than needing to choose the type at<br />
installation, with a Payload Pallet, required missiles<br />
can be fitted, much like hardpoints on an interceptor,<br />
within the mass limit of the pallet. With this flexibility,<br />
centurions should expect to see far more HMs on the<br />
battlefield.<br />
HEAVY MISSILE DAMAGE READOUT<br />
Game Notes:<br />
What follows is a table that can be used to create any type<br />
of HM desired. To create a missile, first choose a warhead<br />
type by amount of damage, then multiply the weight of the<br />
warhead by the multiplier (MULT) for the Acceleration<br />
capacity (thrust) of the missile, and for it’s endurance in turns.<br />
When designing the launching system for a new vehicle, the<br />
type of missile must be decided, as well as the number of<br />
missiles carried. Every two missiles, or fraction thereof,<br />
requires a point of power. Payload Pallets require an extra<br />
ton over and above the max weight of HMs carried. Decide<br />
at this time the max number of HMs that can be carried by<br />
the pallet and assign the required number of power.<br />
DAMAGE WEIGHT ACCEL MULT END MULT<br />
24<br />
22<br />
20<br />
18<br />
16<br />
14<br />
12<br />
10<br />
8<br />
7<br />
6<br />
2<br />
1 1/2<br />
1 1/6<br />
1<br />
7/9<br />
25/37<br />
5/9<br />
10/21<br />
2/5<br />
1/3<br />
3/11<br />
6 7 8 10 12 14<br />
4<br />
5<br />
6<br />
7<br />
4<br />
5<br />
6<br />
7<br />
3<br />
4<br />
5<br />
6<br />
7<br />
8<br />
0.75<br />
1<br />
1.25<br />
1.5<br />
1.75<br />
2<br />
Warhead Weight X Accel Multiplier X Endurance Multiplier<br />
16 18 20 22 24<br />
XLI