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Weapons & Equipment » Search » Improved ATM 6
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Weapon & Equipment Information |
General Details
Name: Improved ATM 6
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
4
12 (12)
4/5/10/15 (Medium)
F
—
250,000
3.500
3
164.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
10
F
—
75,000
1
39.000
✔
~3052
~3053
—
—
TW (p. 138)
ER
10
F
—
75,000
1
39.000
✔
~3052
3053
—
—
TW (p. 138)
HE
10
F
—
75,000
1
39.000
✔
~3052
3054
—
—
TW (p. 138)
IIW
10
F
—
97,500
1
51.000
✔
~3070
—
—
—
IO:AE (p. 61)
IMP
10
F
—
150,000
1
78.000
✔
~3070
—
—
—
IO:AE (p. 61)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
4
1.8 1.2 0.6 — 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 6 MegaMek Output → Critical Slot: CLiATM6
Record Sheet Output → Critical Slot: Improved ATM 6
Clan Data (IndustrialMechs)
Prototype Date: | ~3054 |
Production Date: | 3070 |
Extinction Date: | — |
Recovery Date: | — |
WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
4
12
4/5/10/15
F
—
250,000
3.500
3
164.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
10
F
—
75,000
1
39.000
✔
~3052
~3053
—
—
TW (p. 138)
ER
10
F
—
75,000
1
39.000
✔
~3052
3053
—
—
TW (p. 138)
HE
10
F
—
75,000
1
39.000
✔
~3052
3054
—
—
TW (p. 138)
IIW
10
F
—
97,500
1
51.000
✔
~3070
—
—
—
IO:AE (p. 61)
IMP
10
F
—
150,000
1
78.000
✔
~3070
—
—
—
IO:AE (p. 61)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
4
1.8 1.2 0.6 — 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 6 MegaMek Output → Critical Slot: CLiATM6
Record Sheet Output → Critical Slot: Improved ATM 6
Clan Data (Combat Vehicles)
Prototype Date: | ~3054 |
Production Date: | 3070 |
Extinction Date: | — |
Recovery Date: | — |
Combat Vehicle Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
May not be mounted in the Body WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
12
4/5/10/15
F
—
250,000
3.500
1
164.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
10
F
—
75,000
1
39.000
✔
~3052
~3053
—
—
TW (p. 138)
ER
10
F
—
75,000
1
39.000
✔
~3052
3053
—
—
TW (p. 138)
HE
10
F
—
75,000
1
39.000
✔
~3052
3054
—
—
TW (p. 138)
IIW
10
F
—
97,500
1
51.000
✔
~3070
—
—
—
IO:AE (p. 61)
IMP
10
F
—
150,000
1
78.000
✔
~3070
—
—
—
IO:AE (p. 61)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
1.8 1.2 0.6 — 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 6 MegaMek Output → Critical Slot: CLiATM6
Record Sheet Output → Critical Slot: Improved ATM 6
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