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Rules Thought: Field Missile Systems + Signals Infantry
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Raven!
Clan Snow Raven
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Joined: 04-Feb-2002 00:00
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PostPosted: 11-Nov-2010 09:26    Post subject: Rules Thought: Field Missile Systems + Signals Infantry Reply to topic Reply with quote

Hey Folks, had another thought for a fun weapon system based on Field Guns... Field Missile Systems. Specifically I am thinking about the very fun SRM-6 replicating the German rocket that made life a living hell for the Allied forces, and the LRM 20 replicating the USSR rocket system that made life a living hell for the Axis forces.

How this would work is that an Infantry platoon/squad can be assigned a Rocket Battery (they must be mechanized to be assigned a Rocket Battery). Further, they must have one squad member per ton of the weapon (rounded up) dedicated to firing the weapon. Moving the weapon facing requires expanding 1MP per facing.

SRM systems suffer no penalty to hit, but take a -2 on the number of missiles that hit table.

LRM and MRM systems can be fired indirectly or directly, but suffer a +1 to hit, and a -2 on the number of missiles that hit table.

RL systems are treated as they normally are.

Each system comes with one ton of ammo. Ammo type is determined before the game begins and cannot be changed.

These weapons have the same range as their vehicle and BattleMech mounted counterparts.

Optional Rule: Signals Infantry
One squad in a platoon can be dedicated to electronic warfare capabilities, both jamming the enemy, and boosting targeting data for the squad. When attached to a squad with a Field Missile System, the Signals Infantry can remove penalties to fire and missile hit tables.

However, this squad cannot carry anything other then pistols or rifles, and has no damage capability in the game. Signals Infantry provide electronic warfare capability equal to vehicle weapon systems, not heavy fire support.

--- Signals Platoon
A whole Platoon dedicated to Signals has an additional benefit: each squad may carry one of the following pieces of electronic equipment and operate it. This platoon is considered a mechanized platoon, and must move as such. Each squad can carry one of the following:

- Active Probe (Tech appropriate for faction)
- ECM Suite (Tech appropriate for faction)
- TAG (Tech appropriate for faction)
- C3 Computer System (Master or Slave)*
- HQ (Full Platoon Only, all four Squads, become treated as an HQ unit).

* = This only ties in the Signals Platoon with Signals Squads using C3 Slaves.
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