Man portable missile systems are dedicated pieces of kit that don’t really find there way into a blackmarket unless someone is looking for their specific use. Which is to destroy vehicles, being a guided munition capable of changing its direction of flight as long as its rocket engine has juice to propel it makes them a highly dangerous proposition for pilots and armoured vehicle operators. Due to the high cost of the launcher and the munitions themselves, you can guarantee someone really, really wants you dead if they're pointing one of them at you.
Most of these systems also require some training to load and use the onboard systems that guide the missile in.
Missile Launcher use Autosupport skill to fire.
Firers gain no benefits from Laser painters or any other aiming system.
Some Missiles have their own AI Pilot to guide them and a ‘Missile Skill level’.
Hitting with a Missile involves a Missile Skill Attack roll opposed by Pilot/Drive skill to avoid being hit. If the Pilot or Driver beats the attack roll the missile misses.
In the case of Airborne targets the same applies except the missile can attempt a second or multiple attacks if it has enough fuel left.
Guided Missiles use the Firers Autosupport Skill to hit, hitting with one of these opposed by Pilot/Drive skill to avoid being hit. If the Pilot or Driver beats the attack roll the missile misses.
In the case of Airborne targets the same applies except the Firer can attempt a second or multiple attacks if it has enough fuel left. Breaking Line of sight will cause the missile to miss regardless of the roll to hit.
They do not fit silencers, suppressors or recoil baffling. (DUH!)
Primary Blast Radius
Targets in this area take this much Primary Blast ID damage, after ID is depleted the Vehicle/Structure is destroyed. In the case of People, Armour takes ID first off the chest, if that is depleted- take DAM in HITS.
Secondary Blast Radius
Targets in this area take this much Primary Blast ID damage, after ID is depleted the Vehicle/Structure is destroyed. In the case of People, Armour takes ID first off the chest, if that is depleted- take DAM in HITS.
Arming Range- Missiles arm after travelling this distance to avoid blowing up the user.
Burn Range- Missiles carry enough fuel to run their engine for this distance after that they fall to the ground inert or blow up.
DN MAG-M11 ‘DM11’
Calibre – 155mm
ROF - 1
Recoil - 2
Magazine - 1 Takes 6 phases to arm a new Missile
Weight - 15kg
Range - 1000 m
Cost - 265,000u
Safe Arming Range- 100metres
Burn Range- 6000m
Missile moves 1000m/phase
Quite a good weapons system that is ruggedly built from spun-aluminium and high impact plastics it comes with a 8000m Digital IR/UV scope, 12,000m UV laser Rangefinder and tight band 6mm radar for aiming the guided munitions. The UV laser is easy enough to see with the relevant sensor systems which are about this weapons only real drawback, allowing the operator to be seen. Experienced users tend to turn it off and ‘guess’ the range.
The HEAT warhead on the DN-155A and DN-155C missiles is quite potent and effective against a number of larger armoured vehicles and commonly encountered flying ones. The AI in the DN-155A is average but usually more than enough to seriously bother most Militia pilots and drivers if they get the drop on them.
Ammo
DN-155A has a Pilot Skill of ‘5’ and costs 45,000u
DN-155C has no pilot skill and is a Radar guided munition costing 36,000u
Both use the same HEAT warhead which weighs 6.5kg
Primary Blast- 700
Radius- 2m
Secondary Blast- 20
Radius- 5m
TT AVM-20 ‘Boiler’
Calibre – 200mm
ROF - 1
Recoil - 5
Magazine - 1 Takes 3 phases to arm a new Missile
Weight - 20kg
Range - 2000 m
Cost - 955,000u
Safe Arming Range- 150metres
Burn Range- 9000m
Missile moves 1500m/phase
Capable of turning an APC or Kilcopter into tinfoil in a single hit, the Boiler is a very dangerous launcher with some very potent ordinance to go in it. TT spent a lot of time on the TT-KL missile AI which is probably one of the cleverest piloting systems on the market. Made completely from high impact plastics, titanium and finished in anodised black aluminium with a fast loading system. A very professional looking and highly resilient launcher for all environments.
It comes with 10mm radar targeting system and rangefinder with a very high quality IR/UV 15000m digital scope. This does make it very expensive and slightly ‘over-engineered’ for the job. But the results are impressive, it makes shit very broken.
Ammo
TT-KL missile has a Pilot Skill of ‘8’ and costs 195,000u
TT KL.10 missile has no pilot skill and is a Radar guided munition costing 85,000u
Both use a HEAT warhead and weigh 10.5kg each.
Primary Blast- 1400
Radius- 4m
Secondary Blast- 100
Radius- 10m
TH- LB20M ‘Linebacker’
Calibre – 180mm
ROF - 1
Recoil - 5
Magazine - 1 Takes 5 phases to arm a new Missile
Weight - 45kg
Range - 4000 m
Cost - 4,500,000u
Safe Arming Range- 400metres
Burn Range- 20,000m
Missile moves 8000m/phase
Thresher rarely sells this system on the open markets, most come into captivity from salvage operations and quickly disappears into the depths of wherever. Once in awhile a high profile person meets their fate on the end of one of these things and there really are very few places to hide once it’s on your vehicle. More often though it’s the first thing on most pilots minds going over Thresher territory and more often the last thing that goes through their mind, literally.
The THUXX901M pilot is fiendishly cunning, the multi-engine liquid fuelled missiles are equipped with a duel band Doppler radar and coated in an ECM surface that makes them very hard to pick up. Running in on the vehicles engine electronic signature with the launchers PES system makes them nigh impossible to detect until the radar kicks in at about 400m for a ‘hard lock’ and then it’s all over. Thresher mounts these on its jeeps, IFV’s and Sarge power armour, usually with a gunner and loader team that can get the reload time down to two phases.
Linebacker comes with a 20km PES sensor suite, Thermographic and Low light amplification with a 15000m digital Acquisition system. These are also reported to be networked occasionally into special defence grids. Line of sight is not guaranteed protection against this missile either, the PES system will simply tell it to fly up and then come down from above.
Ammo
THUXX901M Missile has a Pilot Skill of ‘10’ and costs 1,800,000u
THUXX899M Missile has a Pilot Skill of ‘4’ and costs 1,200,000u this adds to the firer’s Auto support attack roll for a bonus of +4 to hit.
Both use a HEAT type of warhead and weigh 25kg each.
Primary Blast- 1200
Radius- 4m
Secondary Blast- 100
Radius- 10m