Site hosted by Angelfire.com: Build your free website today!

New REF Missile Table

The REF arsenal contains a large variety of missiles giving its mecha a high degree of versitility in the amount and combinations of firepower they can carry into combat. Below are tables listing the destructive power, ranges, and speeds of each type of missile used by the REF. All standard REF missiles are available in either guided or unguided versions. Guided missiles use sensors to home in on its intended target once locked and launched, giving them a +3 bonus to strike. Unguided missiles are dumb-fire missiles without sensors and thus have no bonus to hit. However, since unguided missiles don't carry tracking systems they have extra room for fuel and more powerful engines (increase speed by 20% and range by 50%). Finally, some of the larger missiles are available as reflex missiles. These smart missiles have advanced reflex technology systems that give them a +6 to strike, +5 to dodge, and 3 attacks per melee until they strike their target or run out of fuel. Remember that missiles do NOT benefit from the strike bonuses of the pilot.

Short Range Missiles

Short Range Missiles (SRMs) are intended as anti-mecha armaments for use in close-range engagements and fighter combat. They are small enough that groups of them can be mounted in clusters on a single hardpoint, or inside the hull of a fighter where they are protected until needed. SRMs are NOT available as reflex missiles.

Warhead Mega-Damage Speed Maximum Range Blast Radius M.D.C.
High Explosive (light) 1d4x10 500mph 4 miles 10ft 5
High Explosive (medium) 1d6x10 500mph 3 miles 15ft 5
High Explosive (heavy) 2d4x10 500mph 2 miles 20ft 5
High Explosive (x-heavy) 2d6x10 450mph 1 mile 25ft 5
Fragmentation (light) 1d4x10 450mph 2 miles 20ft 5
Fragmentation (heavy) 2d4x10 450mph 1 mile 30ft 5
Armour Piercing (medium) 1d6x10 650mph 5 miles 5ft 5
Armour Piercing (heavy) 2d6x10 650mph 2.5 miles 5ft 5
Plasma/Napalm (medium) 1d6x10 500mph 3 miles 15ft 5
Plasma/Napalm (heavy) 2d6x10 500mph 1.5 miles 25ft 5
Tear Gas None 200mph 1/2 mile 30ft 5
Knock-Out Gas None 200mph 1/2 mile 30ft 5
Smoke None 300mph 1 mile 30ft 5
Fire Retardent None 200mph 1 mile 30ft 5

Medium Range Missiles

Medium Range Missiles (MRMs) are intended for medium- to long-range engagements between mecha and small ships, these missiles are usually mounted externally on hardpoints in groups of 1 to 3 missiles and launched in the initial seconds of combat .
Warhead Mega-Damage Speed Maximum Range Blast Radius M.D.C.
High Explosive (light) 1d6x10 1500mph 50 miles 20ft 10
High Explosive (medium) 2d4x10 1200mph 40 miles 20ft 10
High Explosive (heavy) 2d6x10 1200mph 40 miles 30ft 10
High Explosive (x-heavy)* 3d6x10 1000mph 30 miles 30ft 10
Fragmentation (medium) 2d4x10 1000mph 40 miles 40ft 10
Fragmentation (heavy) 2d6x10 1000mph 30 miles 50ft 10
Armour Piercing (medium) 2d4x10 1600mph 60 miles 15ft 10
Armour Piercing (heavy)* 3d6x10 1500mph 50 miles 20ft 10
Plasma/Napalm (medium) 2d6x10 1400mph 40 miles 40ft 10
Plasma/Napalm (heavy)* 4d6x10 1200mph 20 miles 50ft 10
Multi-Warhead (heavy)* 5d6x10 1000mph 50 miles 40ft 10
Smoke None 1000mph 40 miles 40ft 10
Fire Retardent None 1000mph 40 miles 40ft 10
* Missiles are available as Reflex Missiles (see above).

Long Range Missiles

Long Range Missiles (LRMs) are the largest and most powerful missiles in the REF that can be carried by mecha. Intended for anti-warship operations or for taking out groups of enemy fighters, they are usually issued only in situations where heavy combat is unavoidable. All Nuclear missiles use fusion warheads. Note: The RMS1 Anti-Warship Nuke is EXTREAMLY RARE, every REF captiol city only has a stock pile of 5, and Macross Isle has a skimpy stockpile of 100.
Warhead Mega-Damage Speed Maximum Range Blast Radius M.D.C.
High Explosive (light) 2d4x10 2010mph 700 miles 20ft 20
High Explosive (medium) 2d6x10 1800mph 600 miles 30ft 20
High Explosive (heavy) 3d6x10 1600mph 500mph 40ft 20
High Explosive (x-heavy)* 4d6x10 1400mph 400mph 50ft 20
Fragmentation (light) 2d6x10 1400mph 600 miles 80ft 20
Fragmentation (heavy) 3d4x10 1400mph 400 miles 100ft 20
Armour Piercing (medium) 2d4x10 2010mph 800 miles 15ft 20
Armour Piercing (heavy)* 3d6x10 2010mph 500 miles 30ft 20
Plasma/Napalm (light) 2d6x10 1800mph 700 miles 40ft 20
Plasma/Napalm (medium) 3d6x10 1600mph 600 miles 50ft 20
Plasma/Napalm (heavy)* 4d6x10 1400mph 500 miles 60ft 20
Plasma/Napalm (x-heavy)* 5d6x10 1400mph 500 miles 80ft 20
Proton Torpedo (medium)* 4d6x10 2010mph 1200 miles 50ft 25
Proton Torpedo (heavy)* 6d6x10 2010mph 800 miles 80ft 25
Nuclear (light)* 2d6x10 2010mph 1400 miles 40ft 20
Nuclear (medium)* 3d6x10 2010mph 1200 miles 50ft 20
Nuclear (heavy)* 1d4x100 2010mph 1000 miles 80ft 20
Nuclear (x-heavy)* 1d6x100 2010mph 1000 miles 100ft 20
Nuclear Multi-Warhead* 2d4x100 2010mph 1200 miles 200ft 25
Nuclear Anti-Warship (RMS1)* 3d6x1000 670mph 500 miles 2500ft 25
* Missiles are avaible as Reflex Missiles (see above).

Home
Back