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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

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