CONSTRUCTION:
1. Build launch platform
SAM's are, like some cruise missiles, launched from missile trucks. Such a missile truck consists of a Main Body, Movement Platform and Turret. But, what makes a SAM truck a SAM truck?You may construct the truck using any type of Main Body, Movement Platform and Turret (buy Turrets as heads), and you may add any type of armor. After constructing the truck, add the following extra's:
Track/Scan Radar
- Track/Scan Radar costs 20CP, takes 5 CP spaces, can take 5 Kills
- Target as sensors
- Can track up to 10 targets
- Maximum Range: Sensor Range x2
- Mount in Main Body or Turret
SAM Fire Control
- SAM Fire Control costs 10CP, takes 1 CP space from turret.
- Required to auto-fire SAM's
Next to this, you'll need a gunner (bought as in Mekton II, pg. 65) and a battery of missiles. (More on those later)
You can also add this option to the launcher:
SAM Network Link (SNL):
- An SNL allows a SAM battery to be slaved to a dedicated track/scan vehicle or to each other so multiple SAM batteries can simultaneously engage a target, or allow them to share data so they can cover more threats.
- The SNL costs 5CP and 1CP space from each vehicle that wishes to participate. May be mounted anywhere.
2. Adding weapons
SAM missiles must conform to the following restrictions:
- Must have conventional explosive warhead, may have burst radius.
- Must have WA 0.
Also, add the following options to the missile construction table: NOTE: These are _NOT_ available to normal missiles!
Missile Cost Multipliers (add to list) Option Cost Passive Radar Homing x1.0 Active Radar Homing x1.3 IR Homing x1.2 Note that no SAM may ever mount two different homing systems, and no SAM truck may ever have two different types of missiles.
GAME RULES
NOTE: These are a bit sketchy right now, but they should be pretty clear. If there's any problems with it, I'd love to hear it so I can correct any mistakes I made.Deploying:
SAM trucks/networks can be deployed as the controlling player wishes. You can fire on the move, although this lowers the avoid roll for the target to 18+D10.Locking: To get a lock on an airborne target, the system must make a Detection Roll, with the following modifiers:
Condition Modifier Target is at maximum radar range -1 Target is at half radar range 0 Target is in missile range +1 Target is at half missile range +2 Target is moving at less than 15 MA +1 Target is moving at more than 30 MA -1 Target is cloaked -2 Target is indentified as friendly No chance of lock. The base chance of a SAM radar picking you up is 8 out of ten. (Roll 8 or lower, and you're locked!) Once you are locked, the SAM's will actively track you. If you have a radio/radar analyzer, this will probably start making all kinds of noises, warning you you're being tracked. Otherwise, you might get a nasty surprise......
Breaking the lock:
You can break the lock from a Track/Scan Radar by:
- Moving below 2 hexes altitude
- Activating Stealth
- Activating radar jamming - the radar must roll again - this time vs. (8 - Sensor ECM value + Modifiers) to succeed.
- Getting outside the radar range.
Firing:
The operator must set a number of missiles that will be launched on a positive target lock, up to the number of missiles in the launcher. In a networked SAM battery, only one launcher will fire at a time per target. When the designated battery is exhausted, another one will automatically take over.When the SAM gets a lock, and the target gets in missile range, the battery will fire AUTOMATICALLY and IMMEDIATELY, even if that means the action of the target is interrupted. Avoiding SAM's requires a Piloting Skill Roll, or the correct defensive measures:
vs. Passive Radar Homing:
You get ONE action to kill the active Track/Scan Radar. If you fail, Pilot Roll. In case of a networked battery, the destruction of one radar means the next one will activate; so against networked SAM's: Pilot Roll.vs. Active Radar Homing:
Pilot roll.vs. IR Homing:
You get ONE action to turn your tailpipes/thruster outlets away from the missile. If you fail, Pilot Roll. This type of missile will always strike your thrusters, killing one thruster in it's hit location for every Kill damage it does. If it does more damage than there are thrusters, apply leftover damage on the component that houses the thrusters.[Zeta variant: A hit from an IR homing missile will knock out all thrust points in the area hit (randomize between all areas containing thrust points) and deal its full damage to the component where these were mounted]
All pilot rolls are made versus 20+D10 - SAM's are hard to avoid. Note that a SAM can _NOT_ be fired as an ordinary missile: It must have a lockon before it can fire.
SAM's cannot lock onto:
- Ground targets
- Any target that is only 1 hex off the ground (Which extends the launch envelope of the SAM from 2H off the ground up into the sky up to the missile range in hexes)
- Any target that cannot be spotted by radar.
Note once the missile has been fired, diving to 1H off the ground won't save your ass -- that missile got _your_ name written all over it!
By: Cpt. C. Nebulart
CONSTRUCTION:
1. Build launch platform
SAM's are, like some cruise missiles, launched from missile trucks. Such a missile truck consists of a Main Body, Movement Platform and Turret. But, what makes a SAM truck a SAM truck?You may construct the truck using any type of Main Body, Movement Platform and Turret (buy Turrets as heads), and you may add any type of armor. After constructing the truck, add the following extra's:
Track/Scan Radar
- Track/Scan Radar costs 20CP, takes 5 CP spaces, can take 5 Kills
- Target as sensors
- Can track up to 10 targets
- Maximum Range: Sensor Range x2
- Mount in Main Body or Turret
SAM Fire Control
- SAM Fire Control costs 10CP, takes 1 CP space from turret.
- Required to auto-fire SAM's
Next to this, you'll need a gunner (bought as in Mekton II, pg. 65) and a battery of missiles. (More on those later)
You can also add this option to the launcher:
SAM Network Link (SNL):
- An SNL allows a SAM battery to be slaved to a dedicated track/scan vehicle or to each other so multiple SAM batteries can simultaneously engage a target, or allow them to share data so they can cover more threats.
- The SNL costs 5CP and 1CP space from each vehicle that wishes to participate. May be mounted anywhere.
2. Adding weapons
SAM missiles must conform to the following restrictions:
- Must have conventional explosive warhead, may have burst radius.
- Must have WA 0.
Also, add the following options to the missile construction table: NOTE: These are _NOT_ available to normal missiles!
Missile Cost Multipliers (add to list) Option Cost Passive Radar Homing x1.0 Active Radar Homing x1.3 IR Homing x1.2 Note that no SAM may ever mount two different homing systems, and no SAM truck may ever have two different types of missiles.
GAME RULES
NOTE: These are a bit sketchy right now, but they should be pretty clear. If there's any problems with it, I'd love to hear it so I can correct any mistakes I made.Deploying:
SAM trucks/networks can be deployed as the controlling player wishes. You can fire on the move, although this lowers the avoid roll for the target to 18+D10.Locking: To get a lock on an airborne target, the system must make a Detection Roll, with the following modifiers:
Condition Modifier Target is at maximum radar range -1 Target is at half radar range 0 Target is in missile range +1 Target is at half missile range +2 Target is moving at less than 15 MA +1 Target is moving at more than 30 MA -1 Target is cloaked -2 Target is indentified as friendly No chance of lock. The base chance of a SAM radar picking you up is 8 out of ten. (Roll 8 or lower, and you're locked!) Once you are locked, the SAM's will actively track you. If you have a radio/radar analyzer, this will probably start making all kinds of noises, warning you you're being tracked. Otherwise, you might get a nasty surprise......
Breaking the lock:
You can break the lock from a Track/Scan Radar by:
- Moving below 2 hexes altitude
- Activating Stealth
- Activating radar jamming - the radar must roll again - this time vs. (8 - Sensor ECM value + Modifiers) to succeed.
- Getting outside the radar range.
Firing:
The operator must set a number of missiles that will be launched on a positive target lock, up to the number of missiles in the launcher. In a networked SAM battery, only one launcher will fire at a time per target. When the designated battery is exhausted, another one will automatically take over.When the SAM gets a lock, and the target gets in missile range, the battery will fire AUTOMATICALLY and IMMEDIATELY, even if that means the action of the target is interrupted. Avoiding SAM's requires a Piloting Skill Roll, or the correct defensive measures:
vs. Passive Radar Homing:
You get ONE action to kill the active Track/Scan Radar. If you fail, Pilot Roll. In case of a networked battery, the destruction of one radar means the next one will activate; so against networked SAM's: Pilot Roll.vs. Active Radar Homing:
Pilot roll.vs. IR Homing:
You get ONE action to turn your tailpipes/thruster outlets away from the missile. If you fail, Pilot Roll. This type of missile will always strike your thrusters, killing one thruster in it's hit location for every Kill damage it does. If it does more damage than there are thrusters, apply leftover damage on the component that houses the thrusters.[Zeta variant: A hit from an IR homing missile will knock out all thrust points in the area hit (randomize between all areas containing thrust points) and deal its full damage to the component where these were mounted]
All pilot rolls are made versus 20+D10 - SAM's are hard to avoid. Note that a SAM can _NOT_ be fired as an ordinary missile: It must have a lockon before it can fire.
SAM's cannot lock onto:
- Ground targets
- Any target that is only 1 hex off the ground (Which extends the launch envelope of the SAM from 2H off the ground up into the sky up to the missile range in hexes)
- Any target that cannot be spotted by radar.
Note once the missile has been fired, diving to 1H off the ground won't save your ass -- that missile got _your_ name written all over it!
By: Cpt. C. Nebulart
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