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THE BATTLEFIELD IS AN EVER-CHANGING PLACE. NEW TECHNOLOGIES AND TACTICS
SPRING UP CONSTANTLY, ALTERING THE FACE OF MODERN WARFARE FOREVER. THIS
TACTICAL BRIEFING IS BEING PROVIDED TO UPDATE FORCES IN THE ALARIC THEATRE.
ALL MATERIAL HAS BEEN VERIFIED AND BEEN CERTIFIED FACTUAL. ADD THIS BRIEFING
TO SECTION 148-B OF THE TACTICAL COMBAT MANUAL. READ IT WELL, FOR KNOWLEDGE
IS HALF THE BATTLE.
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The AGAMS is essentially the mashing together of the two differing anti- missile systems. The end result is a small gatling mass-driver cannon coupled to a standard Vulcan's target acquisition system. With a slight tweak in the software, the AGAMS team was able to have the unit available for attack against regular targets as well, achieving the dual purpose they were aiming for. Though the AGAMS obviously has limited potential in its secondary role, its nature (a gatling cannon) renders it particularly effective against infantry and light targets, which, given the limited number of tanks fitted with Anti-Infantry systems, would greatly boost TOG's ability to deal with the plethora of Renegade and Commonwealth infantry legions.
While the AGAMS is heavier than its Vulcan parallels, it uses less power. Testing at the TOGSOG grounds has proved very effective, and it is likely that this piece of equipment will find its way into existing legions as well as onto new vehicles very soon.
Game Notes: Each turn, the AGAMS may be set to operate in either an anti-
missile role or as an offensive weapon. In its primary role, the AGAMS
functions exactly as the Vulcan system equivalent in all regards. When used
as a direct-fire weapon, the AGAMS behaves as a standard MDC, doing damage as
listed below. All other rules pertaining to ground fire and Vulcan systems
apply.
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AGMs are a recent development by the Terrain Overlord Government's Weapons Research Division following many years of intense research. Based on the SSS missile design, the new missile has long-range, fire-and-forget standoff capability. With a powerful warhead and good missile intelligence, it adds a potent new set of teeth to any ground-attacking interceptor.
Being shorter ranged and fired against less-evasive targets permits the AGM to be smaller than it's SSS counterpart. Each hardpoint on an interceptor may therefore carry two of the new AGMs. At the start of a strafing or dive- bombing run, the craft may attempt to lock-on and fire any number of missiles, up to the capacity of the pilot and/or gunner. A lock on is achieved as for a standard SSS missile: simply roll against the firer's Gunnery skill. The AGM has a range of 14 hexes, and impacts on the same turn as it is fired. The Base-To-Hit Number of the AGM is 15, and it does the same damage as a standard SSS missile. While the AGM does not require the target to be painted before it is fired, it also receives no benefit from painting. AGMs may be intercepted normally by Vulcan systems. All other applicable rules pertaining to SSS missiles and GAMs also apply to AGMs.
The AIC system is very simple in nature, being essentially a series of explosive charges placed on the outside of the tank structure. The explosive material is encased in a specially designed hard polymer shell that shreds itself into thousands of sharp, plastic slivers when the charge goes off, creating a veritable barrage of flechettes to rip through enemy infantry. The downside is, of course, the very restricted range of these devices, limiting the system's effect to a radius of only 100m. Nevertheless, the system is light, fast and very cheap, making it easily addable to vehicles and requiring no new training.
While detractors of AICs see little use for it, InduPlas argues that as a quick-fix addition it can't be beat, greatly enhancing a tank's anti-infantry capabilities for very little capital. Of course the tank would have to travel to its intended targets, which exposes it to the very infantry its trying to eliminate. Time will tell if AICs are actually used on many TOG vehicles, though many analysts believe that despite its shortcomings, it's low cost and mass almost guarantees its acceptance.
Game Notes: The fitting of AICs is quick and easy, requiring no more than an hour or so in the shop. A complete set of AICs weighs a ton, and as many sets as desired can be installed. When used, the AICs attack every infantry unit within the discharger's hex with an attack strength equal to an IWF9 strike. AICs are destroyed as the Ballistic Protection on a vehicle is destroyed; when half the Ballistic Protection on a particular side is gone, reduce the IWF strength by one level. Therefore, a tank with three sides reduced to one- half their ballistic protection would have a strike capacity equal to IWF3. AICs have no effect on armoured vehicles, though they will damage regular equipment.
Game Notes: When an ALA round is fired, it produces a cloud that reduces laser damage by 4 points per hex through which it must travel (use LOS rules to determine how many hexes the beam passes through, and any painting laser tracing its path through an ALA round is stopped) with no other LOS or weapon effects. The ALA behaves as a smoke cloud in every other way.
It is in the context of these situations that engineers on both sides of the conflict harkened back to earlier times to re-invent the Battle Rocket. The BR is as simple as it sounds--a large warhead with a large booster motor, with no guidance and no electronics save the fuse. The BR is manufactured to easily fit into any standard missile launcher, replacing TVLGs and SMLMs on a one-for-one basis, eliminating the need for upgrading and allowing units slated for installation attack to adapt themselves quickly and easily.
Though designed with non-moving targets in mind, in combat the BR can be used on any target, albeit with varying degrees of effectiveness. Against shields, the BR has a much greater chance at penetration when compared to ordinary missiles--the lack of on-board electronics severely reduces the pre-detonation effect shields have verses a standard TVLG or SMLM. Vulcan systems can still, however, shoot them down. As well, this lack of guidance electronics makes them far less accurate. Despite an increased range, due to more fuel capacity, their accuracy rapidly degrades with target distance, an effect further heightened by the BR's relatively slow "muzzle velocity" as it leaves the launcher. Nevertheless, the BR handsomely makes up these shortcomings with their massive damage potential, as well as their ability to be fired en- masse at a target. When used against a stationary target, a volley of these can be devastating.
Game Notes: Before play, players may choose to exchange any standard TVLG or
SMLM with a BR of the appropriate size. A BR does not require a painted
target to be fired, nor does it receive any bonus for a target being painted.
It does, however, effectively subtract two-thirds from the target's shield
rating, due to the reduced effect shields have on its limited internal
circuitry. The BR suffers worse range penalties than all other weapons, as
it is a slow and unguided weapon. These penalties are listed, along with all
the other relevant info, on the table below. All other standard rules apply.
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Since their introduction, GMDCs have undergone much battlefield testing, with the bugs now having been worked out. As well, more and more companies are developing GMDCs, and in a far more diverse range of categories than the original 4. Rate of Fire and Kinetic Potential are the two areas weapon designers make their mark as they design new variants.
Game Notes: Use as would the GMDCs in the Technical Update. The cost factor below does not generate the exact numbers in the Update, but the ones in the update followed no set pattern (given damage/cost/etc) so this is a comprimise. All GMDCs have a range of 20. Decide how many shots to fire in a turn, and roll for each projectile, which are not affected by shields. To create a GMDC, choose the damage (DMG/DAM), find the ROF you wish, and cross reference on the table. A - means that GMDC class is unavailable.
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Before riding into battle, a grav tank may elect to replace any or all of it's SMLM missiles with DFM clusters. In many ways, a DFM pod is similar to the Smoke Wall pods--a barrage fired set of rockets, only in this case, ones fitted with an explosive warhead. When fired, the DFM performs much as it does in Interceptor. No lock on is required, nor is painting, though the shot receives no benefit from a painted target. The DFM still receives it's +4 bonus to hit due to its lack of electronics and its overwhelming amount of sub-shot. Damage remains unchanged at a total of 12 points, and is handled as is SMLM damage as described in the Centurion Technical Update. A DFM cluster in ground combat has a range of 18. Against infantry, the DFM behaves as a 15-point weapon.
Adding to the new missiles, a new launcher system, known as a Payload Pallet, was introduced by InterMetals, providing a flexible bay/rack for mounting HMs. Rather than needing to choose the type at installation, with a Payload Pallet, required missiles can be fitted, much like hardpoints on an interceptor, within the mass limit of the pallet. With this flexibility, centurions should expect to see far more HMs on the battlefield.
Game Notes: What follows is a table that can be used to create any type of HM desired. To create a missile, first choose a warhead type by amount of damage, then multiply the weight of the warhead by the multiplier (MULT) for the Acceleration capacity (thrust) of the missile, and for it's endurance in turns. When designing the launching system for a new vehicle, the type of missile must be decided, as well as the number of missiles carried. Every two missiles, or fraction thereof, requires a point of power. Payload Pallets require an extra ton over and above the max weight of HMs carried. Decide at this time the max number of HMs that can be carried by the pallet and assign the required number of power.
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Recently, however, a team of engineers at the Kres'Dral research facility have applied a new theory to the problems faced by E/NPCs in athmosphere that may yeild powerful results. The theory behind the new discovery is simple enough: a tuned laser is first fired to the target, ionizing a path from the weapon to the impact zone. Once this is done, a charged electron pulse is fired 'down' the line, using as it were the ionized trail as a conduit or wire. In essence, the engineers created a lightning gun.
The early test results are promising, but not without some shortcomings. While the weapon lives up to its tremendous damage potential, just as effective as a similar weapon would be in the vacuum of space, to get a good ionized path to the target can take some doing. For this reason, Particle Beam Cannons (PBCs) are affected quite strongly by differing types of weather conditions, which can quickly render them innefective. Also, as can be expected, shields can also turn away the beam. Nevertheless, their high damage potential coupled with their excellent armour-undercutting abilities make it likely that they will appear on the battlefield, if not right away, in the future.
GAME NOTES: PBCs are fired like any other direct-fire weapon in Centurion. No to-hit roll is necessary for the ionizing laser (it is assumed to be part of the main to-hit roll) nor do shields reduce the effect of this laser. Shields do, however, affect the particle packet normally, as they would versus any other energy weapon (unless, of course, the opposing tank has been painted). PBCs are more adversely affected by weather, see below.
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The latest incarnations of Recoilless Rifles suffer the same problems as their ancestors: backblast, low velocity and awkward loading. Specialized autoloaders have helped a great deal in reducing the hindrance of last, but to see this piece of equipment has sent many a technician into fits. Fortunately, the rest of the enhancements worked far better, accentuating the strengths of the RR, none the least of which was it's recoilless nature. But more than its light weight and the ability to be mounted on light structures, BritArms discovered that it was the amazing versatility in ammunition types that was the RRs greatest asset. With no less than seven different types of shells already available, and with more sure to be developed, BritArms knew that the limited-application nature of their tiny project had just blossomed into a far more wide-reaching venture.
Besides the standard HIEX (High Explosive) bursting round, the BritArms team was also able to adapt HEAP and HEIF rounds, albeit with differing damage capacities due to the lower velocity. HEIF rounds were actually more effective than when fired from a standard Gauss rifle, while HEAP cannot penetrate as deeply due to the lower impact velocity. Where the RRs really get interesting is the newer rounds, some of which again were pulled from times of old. The HESH (High Explosive Squash Head) round is such a round which has found a new purpose on the modern battlefield. Apart from its mainly two dimensional damage profile, an effective armour undercutter, the HESH's shockwave effect is particularly effective at destroying CFPD armour, causing it to shatter. Perhaps even more interesting is the ASDR round, which parasitically attaches itself to an opponent's vehicle, systematically analyzing the target's shields and broadcasting not only the deciphered shield rates, but also a powerful homing beacon. The last of the rounds developed so far is an incendiary round, guaranteed to ignite any standard structure or forest, for often devastating effect.
BritArms conducted its own vigourous testing trials during its development, and could send out messages loaded with data and results to various vehicle manufacturers throughout the Commonwealth. Responses have already returned, many with interest. After a 4400 year hiatus, the Recoilless Rifle may be making itself known on the battlefield once more.
Game Notes: RRs behave much the same way as other vehicle ordinance. Backblast is usually not a concern, with everyone riding around in vehicles or in armour. Due to the low-velocity nature of the rounds, all fire from an RR suffers a -2 penalty to hit. All other standard fire rules apply. Most rounds do damage as noted in the RR table, but three rounds require further explanation.
HESH rounds affect armour normally, removing armour via its template with no change. However, if the HESH round strikes a tank fitted with CFPD armour, the CFPD suffers a catastrophic failure on a roll of 8, 9 or 0; as opposed to just on a 0.
ASDR (Autonomous Shield Deciphering Round) rounds attach themselves to an opponent's hull and then begin trying to decipher the vehicle's shields and broadcast it for all to hear. The base chance of success is 8 minus the shield rating of the side the round struck. If successful, the target is considered painted for the turn. In addition, the ASDR sends out a homing signal which can guide incoming artillery rounds. The ASDR remains active for only a few turns before it's battery dies, based on the round's size. See the RR listings to determine it's lifespan.
Incendiary rounds are essentially fire rounds that burst upon impact and are
most used against buildings and installations. No rules have been written for
these at the moment... testing is still going on to determine their full
potential. };>
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The result was the SSS-G, a missile pod that was roughly comparable in size to the SMLM, but quite different in its internals. As can be expected, the SSS-G functions much in its ground-based version as it does in its original incarnation. Using the tank's normal sensors, a gunner can quickly identify and lock-in a target, and then fire as many SSS-Gs at the target as they so desire. With a longer range and no need for painting, the SSS-G has some extra capabilities over its TVLG and SMLM brethren. However, it does suffer more adversely from weather conditions, and gains no benefit if the target is indeed painted.
The SSS-G has yet to be used in combat. Testing has just begun within the TOG forces with a rather lacklustre showing of interest. It is unknown at this point whether or not the SSS-G will ever see widespread use, or if it even sees use at all.
Game Notes: The SSS-G is a new missile system, requiring its own special
launchers. To use an SSS-G, the attacker must first lock onto the sensor
signal returning from its target by making a regular attack roll. Do not
modify the roll for shields, but double any weather/atmosphere/terrain
modifiers for obstructions or poor visibility. If the roll is successful, the
missiles have locked-on, and the tank may fire as many SSS-G missiles as it so
wishes at the target. SSS-G missiles may be attacked by a Vulcan system just
as any other missile can. Once fired, the player must then roll the actual
SSS-G attack, using a base to-hit number of 15, modified as normal for the
target's shields. If successful, the SSS-G inflicts a 15 point hit. SSS-Gs
are incapable of indirect fire. All other standard rules apply.
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The Smoke Wall Rocket System replaces a standard TVLG missile with a pod filled with smoke-producing rockets. Barrage fired, the smoke trailing rockets streak out in a straight line, creating a dense, impenetrable wall of MASK smoke. The effective range of this smoke wall is about 1200m; after this, the smoke produced by the remaining rockets is to thin to be an effective obscurant. Each pod carries enough rockets to produce two Smoke Wall bursts. Of course, the smoke is available in a very wide range of colours.
Game Rules: Before play, any vehicle-mounted TVLG tube may be designated as a Smoke Wall Rocket Pod. During the Weapon Fire Phase, a grav tank may elect to fire a Smoke Wall round. No to-hit roll is necessary, and the round does not scatter. Only two rounds can effectively be fired in one turn--one from the hull positions, and one from the turret (if the turret is not facing forward). The Smoke Wall round generates a smoke pattern that is one hex wide and six hexes long, starting from the hex next to the tank and in a straight line away from the firing platform. Treat this smoke the same as that generated from an artillery strike. This round has no damage potential. Al other standard smoke rules apply.
Game Rules: An SDU weighs 2 tons and take no internal space. They can create a smoke wall one level high and up to 22 hexes long. Anytime during movement the commander may turn on or off the smoke unit, so the unit can create 22 one-hex walls, 2 11 hex walls, and so on.
Game Notes: Handle LR-TVLG fire as TVLG fire, save that they have a maximum range of 14, but suffer an extra -3 penalty at 0-1, -2 at 2 and -1 at 3-4 range. They weight twice as much as a standard TVLG launcher, and cost 2.25 times as much.
A Bauffrin Thorium Weapons Engineer, working for the Commonwealth Navy, took on the problem of the low power-to-damage ratio of the TPP in an unusual way. Intrigued by the success of the GMDC, he applied the same concepts of thinking to the TPP, in an effort to essentially develop a "Gatling Thorium Plasma Projector." The resulting device (the TPPPD) went a slightly different route than a standard gatling system. Rather than having a bundle of multiple barrels, the TPPPD instead uses a single barrel linked to multiple-plasma chambers, which are charged and fired in rapid succession. As well, the barrel itself is slightly heavier than the norm, with a tighter magnetic field and more stream focusers to better control plasma attenuation at longer ranges.
The TPPPD fires a rapid stream of Thorium Plasma "pulses". As with the GMDC, the overall damage caused is increased, though the damage is spread out. This distribution of damage, however, can sometimes be desirable. Each individual pulse may also be stopped by the opponent's shields, but again, the multiple pulses offer a greater chance of at least some damage getting through. Most importantly, the main goal of the project, that of improving the weapon's damage ratios, has easily been achieved. Though the TPPPD uses about the same amount of power as a standard TPP, it is generally lighter, and does more damage for the power put into it.
The Commonwealth is now looking to install the system in a few fighter designs for testing.
Game Notes: The TPPPD is used quite similarly to the GMDC. The firing player
declares how many pulses the weapon will fire, and then must roll to hit for
each one. Damage is applied as normal for each individual shot. Use a
reversed NPC template where applicable. A three point hit is a two point
column, with the third damage point on the second row, rolling randomly for
the left or right side. Two point hits are a column, one point is
self-explanatory.
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Page design/contents © Kannik, 1997Last Updated: 09 26 97