For years, I've just assumed that the MTJ #3 reference would be fine... until I actually needed it.
So, I'm looking at what's in MTJ #3, and it's a single TAC Missile, and the rules are very incomplete.
So, if I can find a Striker expert in the house (Aramis?), I'd like to solve this little issue permanently.
Here's what we have at the moment:
The MT-112a, known as the “Buzzbomb” due to the sound made by its gravitic propulsion system, is a multi-purpose tactical missile for use in surface-to-surface or surface-to-air combat. It can be launched at targets within the operator’s line of sight or released to search out and destroy targets contained in its preprogrammed memory. Additionally, an electronic map can be fed into the on-board memory allowing the MT-112A to function as a cruise missile. This missile is equally effective against ground and air targets and uses passive sensors to guide to its target.
Maximum cruise speed is 1,000kph and maximum cruise duration is 10 minutes. Dash speeds of 2,000kph are possible, although total flight time is limited to 1 minute. A so-called “clean nuke”, the warhead is a subcritical fusion device equivalent to 50 tons of TNT. It can be set to act either as a shape charge or an omnidirectional blast.
The shape charge setting will put a one meter hole in anything with an armor value of under 50, and will break the environmental integrity of anything with a 51-60 value. It does 250 points of damage. The danger space is 30 in the direction it was fired from and 75 in the direction of travel. The blast setting will flatten any construct with an armor value of less than 30 within 0.5 kilometers. From 0.5 – 1.0 km, anything with armor value of less than 10 is severely damaged. Anyone standing between 1.0 – 1.5 km will be knocked down and take 15 points of damage. Radiation exposure is minimal.
To launch a buzzbomb:
Routine, Dex, Int, Instant
To preprogram a buzzbomb’s memory:
Routine, Computer, Navigation, 6 min.
Referee: Preprogrammed targets can include specific buildings and associated maps and/or specific vehicle classes (i.e., Zhodani grav tanks or Vargr APCs).
To repair a damaged buzzbomb sight:
[varies], Electronics, Edu, [varies]
Referee: Difficulty depends on damage level. Use the standard damage and repair guidelines. Time increments for shop repairs are as follows:
Superficial damage: 2 minutes.
Minor damage: 5 minutes.
Major damage: 3 hours.
Destroyed: 6 hours.
So, I'm looking at what's in MTJ #3, and it's a single TAC Missile, and the rules are very incomplete.
So, if I can find a Striker expert in the house (Aramis?), I'd like to solve this little issue permanently.
Here's what we have at the moment:
The MT-112a, known as the “Buzzbomb” due to the sound made by its gravitic propulsion system, is a multi-purpose tactical missile for use in surface-to-surface or surface-to-air combat. It can be launched at targets within the operator’s line of sight or released to search out and destroy targets contained in its preprogrammed memory. Additionally, an electronic map can be fed into the on-board memory allowing the MT-112A to function as a cruise missile. This missile is equally effective against ground and air targets and uses passive sensors to guide to its target.
Maximum cruise speed is 1,000kph and maximum cruise duration is 10 minutes. Dash speeds of 2,000kph are possible, although total flight time is limited to 1 minute. A so-called “clean nuke”, the warhead is a subcritical fusion device equivalent to 50 tons of TNT. It can be set to act either as a shape charge or an omnidirectional blast.
The shape charge setting will put a one meter hole in anything with an armor value of under 50, and will break the environmental integrity of anything with a 51-60 value. It does 250 points of damage. The danger space is 30 in the direction it was fired from and 75 in the direction of travel. The blast setting will flatten any construct with an armor value of less than 30 within 0.5 kilometers. From 0.5 – 1.0 km, anything with armor value of less than 10 is severely damaged. Anyone standing between 1.0 – 1.5 km will be knocked down and take 15 points of damage. Radiation exposure is minimal.
To launch a buzzbomb:
Routine, Dex, Int, Instant
To preprogram a buzzbomb’s memory:
Routine, Computer, Navigation, 6 min.
Referee: Preprogrammed targets can include specific buildings and associated maps and/or specific vehicle classes (i.e., Zhodani grav tanks or Vargr APCs).
To repair a damaged buzzbomb sight:
[varies], Electronics, Edu, [varies]
Referee: Difficulty depends on damage level. Use the standard damage and repair guidelines. Time increments for shop repairs are as follows:
Superficial damage: 2 minutes.
Minor damage: 5 minutes.
Major damage: 3 hours.
Destroyed: 6 hours.