#641
Posted 09 August 2013 - 05:30 PM
#642
Posted 10 August 2013 - 10:38 AM
#643
Posted 10 August 2013 - 12:51 PM
(it would be during the strafing runs, not the bomb drops. cause strafing runs wouldn't be handled at 4000 meters in the air)
Edited by dal10, 10 August 2013 - 12:53 PM.
#644
Posted 10 August 2013 - 08:18 PM
#645
Posted 11 August 2013 - 06:27 AM
#646
Posted 11 August 2013 - 07:24 AM
#647
Posted 12 August 2013 - 07:17 PM
#648
Posted 14 August 2013 - 04:27 AM
#649
Posted 14 August 2013 - 06:09 AM
dal10, on 14 August 2013 - 04:27 AM, said:
Didn't mean to steal your thunder, it just seems like the best course of action to me. Like if we had a Rifleman, Jaegermech or anything else really geared up for anti air maybe Bill would have stayed out to help out. But since we don't....
Edited by Thom Frankfurt, 14 August 2013 - 06:11 AM.
#650
Posted 14 August 2013 - 12:36 PM
#651
Posted 20 August 2013 - 11:38 PM
I mostly set this up to kill off guardian's character cause he'd dropped out, but since he's back... I'll figure something out.
#652
Posted 21 August 2013 - 08:39 AM
#653
Posted 21 August 2013 - 09:19 AM
#654
Posted 21 August 2013 - 10:51 AM
Most fighters are equipped to carry bombs, though the capacity varies depending on the size and engine power of the unit. Each unit can carry one bomb for every 5 tons of mass, but each increment of 5 bombs (or fraction thereof) carried reduces the unit's Safe Thrust by 1.
A unit can make either a bombing attack or a weapons attack in a single turn. Bombs can be delivered in one of two ways: dive bombing or level bombing. Dive bombing is more accurate, but requires the attacker to lose altitude and exposes him to return fire. Level bombing is less precise, but allows attacks against a strip of ground, much like a strafing run.
The base-to-hit for a dive bombing attack is +2. Terrain and target movement modifiers are ignored. If the attack misses, each bomb scatters to a random adjacent hex and detonates as normal. In this way, cluster bombs (described below) guarantee a hit regardless of the attack roll. The pilot may drop any number of bombs in a single attack.
The base-to-hit for a dive bombing attack is +2. Level bombing attacks may be made from any altitude, but suffer an additional to-hit penalty equal to their altitude level. Terrain and target movement modifiers do not apply. Level bombing attacks a continuous line of hexes along the attack/flight line. Level-bombing can attack up to 10 hexes, but the fighter must drop a minimum of one bomb and a maximum of two bombs in each hex. All targeted hexes must be adjacent. Missed attacks scatter and detonate in one of the three forward adjacent hexes in the direction of the flight line.
Damage inflicted by bombs is split into 5-point groups in the same manner as LRM and artillery fire.
Targets suffer damage in either the front or back, 50/50 chance for each damage group.
Munitions types
High Explosive (HE): Each HE bomb causes 10 points of damage to all units in the target hex.
Cluster: A cluster bomb inflicts 5 points of damage on targets in the impact hex and an additional 5 points in each of the six adjacent hexes.
Laser-Guided (LG): Laser-guided bombs home in on targets designated by TAG equipment. They behave as HE bombs in all other regards. Reduce the attack role modifier against a TAG designated target by 2.
Inferno: An inferno bomb creates a fire in the hex of impact (even open water) that burns for 30 turns.
Mines: Similar to FASCAM (Thunder) submunitions, a mine-laying bomb creates a 20-point conventional minefield in the hex of impact and in each of the adjacent six hexes.
TAG Pod: TAG units may be mounted as external ordinance (though would be LosTech where we are) and occupy the same space as a single bomb.
#655
Posted 21 August 2013 - 10:59 AM
#656
Posted 21 August 2013 - 11:11 AM
#657
Posted 21 August 2013 - 11:24 AM
Having said that, the city streets have us corralled into nice firing lanes for them, and Li isn't going to be able to do any significant damage. Are we making for the river then?
#658
Posted 21 August 2013 - 11:27 AM
#659
Posted 21 August 2013 - 07:57 PM
#660
Posted 24 September 2013 - 07:13 AM
11 user(s) are reading this topic
0 members, 11 guests, 0 anonymous users