Difference between revisions of "Advanced Tactical Missile"
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{{InfoBoxWeapon | {{InfoBoxWeapon | ||
| name = ATM | | name = ATM | ||
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ATM's come in four types, each firing more missiles per salvo then the last: | ATM's come in four types, each firing more missiles per salvo then the last: | ||
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* [[ATM 12]] | * [[ATM 12]] | ||
+ | The Advanced Tactical Missile family would later be used as the basis for the [[Improved Advanced Tactical Missile]] system that was developed by [[The Society]].<ref>''Wars of Reaving'', p. 201</ref> | ||
− | == | + | ==Hot Loading== |
− | + | Nearly all LRM types (and [[ATM]] types, according to [[errata]]) can be "hot loaded", implying that their warheads and guidance systems are armed, even as they sit in the ammo stores of the vehicle. This effectively eliminates the minimum range issue that higher damage ATM missiles missiles have, but at a cost of accuracy. | |
+ | ===Hot Loading Rules=== | ||
+ | For [[CBT]] play roll 3D6 dice, and use the lowest two results for the cluster hit table. Ammo hot loaded this way is armed in the tube, and will explode if the tubes are hit for their full damage value, while also being quite likely to chain react into the ammo stores for the 'Mech (on a roll of less than 6 on a 1D6 roll). They also have a +1 to hit modifier.<ref>Tactical Handbook p. 48 Hot Loading LRMS</ref> | ||
==References== | ==References== | ||
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*''[[Total Warfare]]'' | *''[[Total Warfare]]'' | ||
*''[[TechManual]]'' | *''[[TechManual]]'' | ||
+ | *''[[Wars of Reaving]]'' | ||
[[Category:Heavy Weapons#Missile Weapons|ATM 99]] | [[Category:Heavy Weapons#Missile Weapons|ATM 99]] | ||
[[Category:Weapons#Missile Weapons|ATM 99]] | [[Category:Weapons#Missile Weapons|ATM 99]] | ||
[[Category:Missile Weapons|ATM 99]] | [[Category:Missile Weapons|ATM 99]] |
Revision as of 19:29, 20 December 2018
ATM | |
Production information | |
Type | Missile |
Tech Base | Clan |
Year Availability | 3060 |
Technical specifications | |
Heat | Varies |
Damage | 3/2/1 per missile |
Minimum Range | 0/4/4 |
Short Range | 3/5/9 |
Medium Range | 6/10/18 |
Long Range | 9/15/27 |
Tons | Varies |
Critical Slots | Varies by Model |
Ammo Per Ton | Varies by Model |
Cost (unloaded) | Varies by Model |
Ammo Cost (per ton) | Varies by Model |
BV (1.0) | Varies |
BV (2.0) | Varies |
Description
The Advanced Tactical Missile system (ATM) was developed by Clan Coyote from 3054 to 3060 and allows its users to choose between three different types of ammunition. ATMs also include an integral Artemis IV Fire Control System.
The standard ammo deals two points per missile, like a short-range missile, but has a longer range, albeit with a minimum due to the multi-stage nature of the missiles.
The Extended Range ammo has a correspondingly longer range, with the same multi-stage missile's minimum range, though it deals only one point of damage per missile.
The High Explosive version has a much shorter range since it trades the booster for increased power. This removes the minimum range and allows the missile to deal three points of damage.
For clarity:
Ammo Type | Min. | Short | Med. | Long | Damage |
---|---|---|---|---|---|
Standard | 4 | 5 | 10 | 15 | 2/missile |
ER | 4 | 9 | 18 | 27 | 1/missile |
HE | 0 | 3 | 6 | 9 | 3/missile |
ATM's come in four types, each firing more missiles per salvo then the last:
The Advanced Tactical Missile family would later be used as the basis for the Improved Advanced Tactical Missile system that was developed by The Society.[1]
Hot Loading
Nearly all LRM types (and ATM types, according to errata) can be "hot loaded", implying that their warheads and guidance systems are armed, even as they sit in the ammo stores of the vehicle. This effectively eliminates the minimum range issue that higher damage ATM missiles missiles have, but at a cost of accuracy.
Hot Loading Rules
For CBT play roll 3D6 dice, and use the lowest two results for the cluster hit table. Ammo hot loaded this way is armed in the tube, and will explode if the tubes are hit for their full damage value, while also being quite likely to chain react into the ammo stores for the 'Mech (on a roll of less than 6 on a 1D6 roll). They also have a +1 to hit modifier.[2]