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Missiles in SWADE

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  • Missiles in SWADE

    So, community, help me to understand how missiles work in SWADE, mostly timing issues.
    First of all, there's the Lock opposed roll, and this is pretty clear.
    Let's say I'm on my AH-64 Apache, trying to get a lock onto my enemy T34 tank. I roll Piloting... a 11, and the enemy rolls a puny 3. A raise. So, I have a Solid Lock, and now I can shoot all my Hellfires (x8).
    T34 tank already had his card, this turn. So, let's draw other initiative cards. I go first; so I can, for example, fly away.
    Then, it's the T34 turn: from what I understand, he needs to make his maneuvering roll/s to avoid my Hellfires incoming.
    - Is this an action? Is this a free action? (or, does he need to do those rolls right after my Lock roll, in the same "action card"?)
    - Let's say it's a free action, with no MaP. He needs 8 rolls at -4. He roll the first, a failure? Does he suffer the damage right now? Let's say the damage is enough to suffer a Wound. Does he keep rolling at -1? Let's say he rolls a critical failure as his second roll. He gains "distracted" on the table. Does he rolls at additional -2 penalty, for the following rolls?

    About Anti-Missile Systems. I see this was changed too. Now the operator has to be "on Hold". He heeds to roll (shooting, I suppose), and probably this is an action. However, he rolls x times, where x is the number of missiles he's trying to destroy. But, what is the reference to Short Range? We don't have the "incoming missiles from different ranges (read later). Also, now we have varied modifiers, like speed, and maybe scale.

    PS: differently from SWD, you can't have the quarry that try to avoid a missile for multiple turns, if the missile was shoot from medium or long range. Correct? While "slower", it was very cool imo, very action movie / anime style.
    "Balance is the key, Trapping is the word." - - Lord Lance


    Proud reviser of the SAVAGE FREE BESTIARY

  • #2
    Originally posted by Lord Lance View Post
    First of all, there's the Lock opposed roll, and this is pretty clear.
    Let's say I'm on my AH-64 Apache, trying to get a lock onto my enemy T34 tank. I roll Piloting... a 11, and the enemy rolls a puny 3. A raise. So, I have a Solid Lock, and now I can shoot all my Hellfires (x8).
    Incorrect. The attacker rolls Electronics. The defender rolls Boating/Driving/Piloting.

    So your AH-64 rolls Electronics, not Piloting.

    T34 tank already had his card, this turn. So, let's draw other initiative cards. I go first; so I can, for example, fly away.
    Missiles hit on the turn that they are launched. No need to draw new Action Cards, they hit on the current Action card.

    Missiles can be evaded. Evasion is a Free Action that does not incur MAP.

    But, what is the reference to Short Range?
    Anti-Missile systems don't need to be on the target of the missiles. The system could be on an escort vehicle or a fixed installation. The missile just has to enter into the short range bracket of the system.

    It isn't an action to shoot the missile and thus doesn't incur MAP, the operator just needs to be On-Hold.

    So, the process:
    1) Attacker makes an opposed lock-on roll to determine how missiles can be fired.
    Failure = none
    Success = 1/2 of the payload may fire
    Raise = All missiles may fire.

    2) Defender(s) may uses Anti-Missile Systems.

    3) Attacker Rolls to Hit

    4) Target rolls evasion for each missile that hits.
    Last edited by mikeZekim; 12-02-2019, 06:27 PM.

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    • #3
      Missile rules got a complete overhaul. Which isn't a bad thing.

      Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed Electronics roll versus the target’s maneuvering skill (Boating, Driving, or Piloting, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.
      The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A Critical Failure means the craft goes Out of Control (see page 119).
      Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on Hold to shoot down missiles; automated systems attack automatically. The system grants a single Shooting roll per missile at Short Range and any other relevant modifiers (including Speed—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a Toughness of 8 (2) (see Breaking Things, page 98).
      Lock is an opposed roll. Electronics skill versus maneuvering skill.
      Success, you can fire up to half of a full salvo. Raise, you can fire a full salvo. The missiles will strike immediately, though with enough delay to allow evasion.
      Victims roll separately to evade each missile. Very Gundam, dodging each and every missile. Evasion is a free action that happens during other character's turns, so no MAP.

      Anti-Missile Systems are either automatic, with no action required, or manual and require the operator to be On Hold - not screwing around and shooting targets instead of doing his job defending against missiles. Defenders get to fire a single Shooting attack per missile; normal Shooting penalties apply, Range is Short.
      Per the Breaking Things rules, damage equal to or greater than Hardness 8 (2) will destroy most incoming missiles.
      I hope you find the above post useful. And not insulting, because I was trying to be helpful, not insulting; being a pedantic jerk, that isn't always clear.

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      • #4
        I presume the AMS Operator can do this "anti missiles action" just once, 'cause he's losing the On Hold status when he acts. Also, do you think he need to Interrupt the pilot action, or it's a sort of free-interruption?
        "Balance is the key, Trapping is the word." - - Lord Lance


        Proud reviser of the SAVAGE FREE BESTIARY

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        • ValhallaGH
          ValhallaGH commented
          Editing a comment
          Taking missile fire from two or more foes is going to suck, yeah.

          Given the opportunity cost and difficulty, I'd treat it as a free interrupt - it's solely to attack the missiles, not to attack the launcher or do anything else. That's a nice counter to just how many missiles can be fired with a single action.
          It's rules legal to require the Athletics roll to interrupt, but seems unnecessarily weighted in the favor of the launcher.

      • #5
        Originally posted by Lord Lance View Post
        I presume the AMS Operator can do this "anti missiles action" just once, 'cause he's losing the On Hold status when he acts. Also, do you think he need to Interrupt the pilot action, or it's a sort of free-interruption?
        I count it as a Free Action and the operator stays On-Hold.

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        • #6
          I'd be tempted to think of the operator as taking the action of missile defense ,that let's him tke free actions to shoot down missles

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          • #7
            It looks like the missile rules focus on only being used against a vehicle. Can missiles be used against a human? What about a large creature, like a dragon? Also, if someone is in a robot vehicle can they launch missiles at someone engaged in melee with them?

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            • #8
              Originally posted by Cendragon View Post
              It looks like the missile rules focus on only being used against a vehicle. Can missiles be used against a human? What about a large creature, like a dragon?
              Missles must lock on with an opposed Electronics v manuevering roll, which would be Athletics for flesh targets. Nothing inherent about larger targets being easier to lock on; the rules hinge mostly on how well the target can get out of the way.

              Also, if someone is in a robot vehicle can they launch missiles at someone engaged in melee with them?
              Most missle systems have primers, requiring the missle to travel a certain distance before they can detonate. If an operator can override that system is up to the GM, but it also puts them in the blast zone.
              Last edited by Deskepticon; 12-12-2020, 03:03 AM.

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              • #9
                Originally posted by Cendragon View Post
                It looks like the missile rules focus on only being used against a vehicle. Can missiles be used against a human? What about a large creature, like a dragon? Also, if someone is in a robot vehicle can they launch missiles at someone engaged in melee with them?
                This is the kind of thing which could come up in Rifts®, and that book has rules for using missiles against non-vehicular targets. It's pretty simple. Some missiles can only be "dumb fired," make a simple Shooting roll to hit the target, but even those that normally lock on can be switched to "dumb fire" mode for direct attacks.
                Clint Black
                Forum Admin & Rules Answer Guy
                Savage Worlds Brand Manager

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