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Missiles: How to?


indy523

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What is the best way to do missiles that chase down and manuever to overcome their targets and intercept them.

 

Their needs to be a target lock: linked to a sensing device, possibly with an RSR Attack roll to maintain the lock, most likely RADAR at long range.  Perhaps it has megascale range 1m=1km and travels 1 km a second and can be launched up to 50 km away.

 

The target could try and bank to lose target lock or release chaff last minute to fool its sensors into exploding.

 

Are their Hero rules for this anywhere?

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there have been a few threads on this kind of thing and, as I remember, there are a few different ways to achieve missiles tracking a target.

 

As with everything in HERO, it comes down to what you actually want and what you want to be involved.

 

I could see this being bought simply as an attack (Blast, KA etc) with a modifier to it that limited when it might actually work.  The to-hit roll would be modified by all the things covered in the modifier and then you roll the dice.  It can be that easy.

If you want more detail and chase etc then you can go the route Nolgroth suggests.

 

There are a number of half-way houses.  You could have an uncontrolled attack - you set it up with a number of charges.  It is limited such that if it hits once all the other charges are lost (that reflects having a limited amount of fuel and only one warhead - multiple chances to attack only one chance to do damage).  You can then require, after a missed attack chance, that the missile needs to make a sense type roll to retain its target and it may spend time coming round and then it gets another chance to hit.

 

Really, it all depends on how you want it to play at the table...

 

 

Doc

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Summon can be used to put them on the map.Then it's just a matter of designing them, probably using autonomon features. Summon also has rules for the summoned thing disappearing - in this case the special effect dictates that happens when they explode or run out of fuel. Flight with fuel, a one shot explosion Blast or KA, a targeting sense and an appropriate order should be sufficient. 

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