Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Improved ATM 3
Type (Category):  Weapon (Missile)
Reference:  Interstellar Operations: Alternate Eras (p. 59)

Description:
Description not provided

Game Rules:
Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Clan Data (BattleMechs)
Prototype Date:  ~3054
Production Date:  3070
Extinction Date:  
Recovery Date:  

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
2
6 (6)
4/5/10/15 (Medium)
F
100,000
1.500
2
83.000

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3054
3069
Experimental
3070
Advanced

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
20
F
75,000
1
21.000
~3052
~3053
TW (p. 138)
ER
20
F
75,000
1
21.000
~3052
3053
TW (p. 138)
HE
20
F
75,000
1
21.000
~3052
3054
TW (p. 138)
IIW
20
F
97,500
1
27.000
~3070
IO:AE (p. 61)
IMP
20
F
150,000
1
42.000
~3070
IO:AE (p. 61)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
2
0.9
0.6
0.3
Improved Advanced Tactical Missiles

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Improved Advanced Tactical Missiles (IATM)
Units with the IATM special may conduct missile attacks using Improved ATM munitions. These alternate munitions are:

Indirect Fire: This represents an IATM firing standard long-range missiles, which enables the unit to execute an attack as if it has an IF value equivalent to its IATM Long-range value (i.e., an IATM2/2/2 special can also act as an IF2 special).

Magnetic Pulse: Using this alternate munition attack, the unit’s normal attack is reduced by 1 point at Short range. But if this attack hits a target in the Short range bracket, the target suffers a loss of 2 inches of Move, as well as a –1 Target Number modifier for all weapon attacks, throughout the following turn. (Multiple magnetic pulse hits will not stack these modifiers.)

Improved Inferno: Using this alternate munition attack, the unit’s normal attack is reduced by 1 point at both Short and Medium range. But if this attack hits a target in those range brackets, the target also suffers the effects of a HT special attack equal to the numerical value of the unit’s IATM special at those ranges, to a maximum of 2 points at any range bracket (i.e., IATM3/1/- will transate to a HT2/1/- effect).

MegaMek Output → Weapon List:  iATM 3
MegaMek Output → Critical Slot:  CLiATM3
Record Sheet Output → Critical Slot:  Improved ATM 3