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NARC Guided Arrow IV Missiles
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CO_17thRecon
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PostPosted: 17-May-2007 16:58    Post subject: NARC Guided Arrow IV Missiles Reply to topic Reply with quote

Simple idea really. Special missiles designed to home in on NARC signals rather than targeting lasers. Good stuff, unless there's ECM around. The NARC pods are completely normal (they even still guide NARC missiles just fine), but the Arrow IV missiles cost three times what they normally do.

NARC guided Arrow IV missiles can home in, but are a little dumb. If there is no enemy equipped with a NARC in range when it arrives, the missile self-destructs with no target. If there is an enemy with a NARC in range, then the missile targets that enemy. (If there are more than one, decide randomly which 'Mech ends up targeted. I suggest dice, but use your own judgment. These rules will never make it to tournaments anyway, so I trust you can avoid an argument over the method.)

Once the missile has acquired a target, roll 2-12. On a 2-4 the missile is unable to follow the signal closely enough to hit. On a 12, the missile acquires a perfect lock, and a perfect trajectory, and impacts the 'Mech/unit in the same region where the NARC beacon is located. On any other roll, the missile still hits, but it must be rolled randomly to determine the exact location.

Any thoughts? I like the idea, but it could probably use refinement.
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chihawk
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PostPosted: 17-May-2007 17:30    Post subject: Reply to topic Reply with quote

Why not just use the rules for TAG, except it's a NARC (or iNARC)?
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CO_17thRecon
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PostPosted: 17-May-2007 20:14    Post subject: Reply to topic Reply with quote

Works for me, so long as people don't see it as overpowered. After all, once you have the NARC on'em, it's like they're always TAGged.

Edit: Also, this is said while I can't find the rules for TAG and Artillery at the moment. Total Warfare isn't bad, but I swear sometimes they made it impossible to look stuff up. It's in the Tech Manual I guess.
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Vagabond
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PostPosted: 17-May-2007 20:49    Post subject: Reply to topic Reply with quote

CO_17thRecon wrote:
Works for me, so long as people don't see it as overpowered. After all, once you have the NARC on'em, it's like they're always TAGged.

Edit: Also, this is said while I can't find the rules for TAG and Artillery at the moment. Total Warfare isn't bad, but I swear sometimes they made it impossible to look stuff up. It's in the Tech Manual I guess.


Please reference the iNARC Nemesis Pod.
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Karagin
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PostPosted: 17-May-2007 22:22    Post subject: Reply to topic Reply with quote

Sounds like a better version of the Copperhead rounds...
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PostPosted: 17-May-2007 22:34    Post subject: Reply to topic Reply with quote

CO_17thRecon wrote:
Works for me, so long as people don't see it as overpowered. After all, once you have the NARC on'em, it's like they're always TAGged.

Edit: Also, this is said while I can't find the rules for TAG and Artillery at the moment. Total Warfare isn't bad, but I swear sometimes they made it impossible to look stuff up. It's in the Tech Manual I guess.


TAG and Arrow are not covered by TW or TM but will be covered in a third book. TW only covers Tactical rules and objects. Campaign and Campaign like [ie: artillery] is do out in its own source book.
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PostPosted: 18-May-2007 03:04    Post subject: Reply to topic Reply with quote

The fact that you are always TAGed with Narc on your 'Mech is a nasty thing. I think that the Narc signal is weaker than that of TAG and so the thought that the Arrow should be less accurate seems good to me.

Another poissibility would be that the Arrow is super accurate and hits the pod = the enemy 'Mech has to be hit with Narc again...
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PostPosted: 18-May-2007 13:11    Post subject: Reply to topic Reply with quote

the idea is pretty solid as Arrow IV are just damn big missiles right

though maybe it should impact on a target hex as it usually does if it misses as the narc might not even be launched when the arrow is. so you fire the missile as a normal round aimed at a target hex and if there is a narc active it redirects if not it follows normal rules

also as if a unit gets hit by a Arrow IV it is very likely that the narc is toast regardless where it hits

So you get to land a Arrow IV on the Mech but now you need to set a new narc to do it again
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chihawk
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PostPosted: 18-May-2007 16:32    Post subject: Reply to topic Reply with quote

CO_17thRecon wrote:
Works for me, so long as people don't see it as overpowered. After all, once you have the NARC on'em, it's like they're always TAGged.

Edit: Also, this is said while I can't find the rules for TAG and Artillery at the moment. Total Warfare isn't bad, but I swear sometimes they made it impossible to look stuff up. It's in the Tech Manual I guess.


And with Guardian ECM they'd be useless. Wink
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CO_17thRecon
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PostPosted: 18-May-2007 18:14    Post subject: Reply to topic Reply with quote

chihawk wrote:
CO_17thRecon wrote:
Works for me, so long as people don't see it as overpowered. After all, once you have the NARC on'em, it's like they're always TAGged.

Edit: Also, this is said while I can't find the rules for TAG and Artillery at the moment. Total Warfare isn't bad, but I swear sometimes they made it impossible to look stuff up. It's in the Tech Manual I guess.


And with Guardian ECM they'd be useless. Wink


Bingo. I was just looking for one last feather in NARC's cap. I always liked the idea, but Artemis IV usually is the better system. Thing about it is you can indirect fire a NARCed unit without a spotter. So I though, that's cool. How about we apply that to the arty too?
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