Alternate LRM/SRM Munitions

Instead of firing standard missiles, most SRM or LRM launchers may fire the following specialty pods. These alternative missiles will require one of the following special abilities to use, as specified in their rules: SRM or LRM.

Players should agree to the use of specialty munitions during the game setup, and record which of their units are using which types of specialty munitions. Every unit can load one type of specialty munition per battle.

Heat-Seeker
Heat-seeker missiles are available to units with the LRM or SRM specials.
f targeting a heat-tracking unit that is currently overheating, apply 1 additional point of damage to the target on a successful hit from the unit’s standard weapon attack.
If the attacker chooses to attack with just its LRM or SRM special, heat-seeker missiles apply a –2 to-hit modifier for attacks against the overheating target, instead of the damage modifier. If the target is not overheating, or is a unit that does not have a Heat scale, heat-seekers have no special effect.

Inferno
Inferno missiles are available only to units with the SRM special.
A unit firing Inferno missiles converts its SRM damage value to HT damage, applying a maximum of 2 Heat points to any target that tracks Heat. Heat in excess of 2 is lost, even in the event of multiple Inferno missile hits. For example, a unit with SRM: 1/1 would make an HT1 attack. The normal SRM special damage is then subtracted from the normal weapon attack damage when attacking a unit that tracks Heat. Against units that do not track Heat, Inferno missiles deliver standard damage instead. DropShips ignore Inferno effects.

Magnetic Pulse
Magnetic pulse missiles are available to units that possess the LRM or SRM specials.
When a unit with magnetic pulse weapons delivers a successful attack to any target other than conventional infantry—either as a standard weapon attack or an attack just using the unit’s magnetic pulse-equipped LRM or SRM special—the target will suffer a +1 to-hit modifier on all its weapons attacks for the entire following turn (from Initiative to End Phase). Multiple hits from magnetic pulse missiles will not increase this effect. Magnetic pulse missiles deliver no physical damage to a target, so attacks using just the LRM or SRM special that is equipped with magnetic pulse missiles will deliver no damage. If a unit using magnetic pulse missiles delivers a standard weapon attack, subtract the damage from the LRM or SRM special that is using the magnetic pulse missiles from the total damage value of the unit’s normal weapon attack.

Mine Clearance
Mine clearance missiles are available to units with the LRM or SRM special.
Attacks using mine clearance missiles must be aimed at a point of interest on the map, rather than another unit. Mine clearance
missile attacks must then be resolved as an attack using the unit’s LRM or SRM special by itself. Instead of delivering damage, mine clearance missiles reduce the density of any minefields in the target area by an amount equal to the unit’s LRM or SRM special at that range—whichever is using the mine clearance missiles. If this reduces the minefield’s density to or below 0, the minefield has been cleared entirely.

Mine clearance missiles inflict minimal damage on a target unit. If an attacker using mine clearance munitions executes a standard weapon attack against a target, subtract three-quarters of the unit’s mine clearance-using LRM or SRM special appropriate for that range (rounded down, to a minimum of 0) from the total attack damage.
The rounds clear an area covered by the 2” AoE template centered on the point of impact. If a mine-clearance attack misses its target or hits terrain where there is no minefield, there is no further effect.

Semi-Guided
Semi-guided missiles are available only to units with the LRM special.
If targeting a unit that has been successfully designated by a friendly TAG in the same turn, apply 1 additional point of damage to the target on a successful hit from the unit’s standard weapon attack. If the attacker using semi-guided missiles chooses to attack with just its LRM special, apply a –2 to-hit modifier for attacks against a target that has been successfully designated by a friendly TAG in the same turn, instead of the damage modifier. Semi-guided missiles may also be used for indirect fire attacks, applying 1 additional point of damage to the target on a successful hit. The unit may choose to make an indirect fire attack using only the LRM special abilities’ long range damage value instead of the IF value, and applying a -2 to-hit modifier rather than the 1 additional damage. For both effects, the targets must have been successfully designated by a friendly TAG in the same turn.

Smoke
Smoke missiles are available to units with the LRM or SRM specials. Attacks using smoke missiles must be aimed at a point of interest on the map, rather than another unit. Smoke missile attacks must then be resolved as an attack using the unit’s LRM special by itself. Instead of delivering damage. Smoke missiles fill an area covered by the 2” AoE template centered on the target with smoke that rises 2” above the underlying terrain. If the normal LRM or SRM damage for the launcher is less than 3, this is treated as light smoke. LRMs and SRMs using smoke munitions deliver heavy smoke if their normal damage values are 3 or more. Once delivered, smoke obeys all relevant rules for drift and dissipation.

Smoke missiles inflict no damage on a target unit. If an attacker using smoke missiles executes a standard weapon attack against a target, subtract the damage values of the unit’s LRM or SRM special— whichever is using the smoke rounds—as appropriate for that range.

Swarm/Swarm-I
Swarm and Swarm-I missiles are available only to units with the LRM special.
If a standard weapon attack, or one using just the LRM special, misses its intended target, and other units—friend or foe—are within 2” of the target at the time, the attacker must randomly determine one of these alternate targets to attack, and make a new attack roll to hit that unit. If this subsequent attack hits, it will deliver damage equal to the attacker’s LRM special only. If multiple units are within the 2-inch radius around the missed primary target, continue randomly picking targets from the remaining units until the Swam attack either succeeds, or until there are no more units to try to attack within 2 inches of the original target. Swarm-I LRMs: Attacks using improved Swarm (Swarm-I) missiles work the same as the standard Swarm attacks described above, except that Swarm-I missiles ignore units friendly to the attacker.

Tandem Charge
Tandem charge missiles are available only to units with the SRM special.
As long as the target of a tandem charge missile attack is a ’Mech, ProtoMech, or vehicle, these missiles apply no special to-hit modifiers or damage modifiers. Upon a successful attack against these units, in addition to the damage delivered, the attacker rolls 2D6. If the result is 10 or better, the attacker then rolls once on the target’s Critical Hit table, even if the target still has armor points remaining. This effect occurs whether or not the unit delivers a standard weapon attack or an attack using only its AC special ability.

If the target is an aerospace or battle armor unit, tandem charge missiles are treated as standard SRM fire, with no bonus chances for a critical hit.
If the target of a tandem charge missile attack is conventional infantry, reduce the attack’s damage by 1 point (to a minimum of 0).

Thunder
Thunder missiles are available only to units with the LRM special.
Attacks using Thunder missiles must be aimed at a point of interest on the map, rather than another unit. Thunder missile attacks must then be resolved as an attack using the unit’s LRM special by itself.

Instead of delivering damage, Thunder missiles deliver a conventional minefield to the target area. This minefield has a density equal to the damage value of the unit’s LRM special at that range (to a minimum of 1 and a maximum of 5) and follows all of the rules for minefields (see pp.102-103). Multiple minefields delivered to the same area will not stack or change this density value.

Units within an area when it is struck by Thunder mines do not need to check for mines as they move out of the mined area, as they can tell where the explosives landed—but they will need to check for mines if they re-enter the mined area later. Thunder missiles inflict no damage on a target unit. If an attacker using Thunder munitions executes a standard weapon attack against a target, subtract the damage values of the unit’s LRM special appropriate for that range.

The area of effect for these rounds is the area covered by the 2” AoE template centered on the point of impact. If the attacker misses its target, the mines will scatter 2 inches in a random direction and produce a minefield of half its normal density (rounded down to a minimum of 0).

Alternate LRM/SRM Munitions

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