Guided weapons -vs- Counter measures

Post/Author/DateTimePost
#1

stigmatador

Apr 14, 2008 12:28:21
What is the best way to adjudicate seeker warheads versus countermeasures such as jamming, chaff, etc...

Suppose PC's are in helo... SAM launched at them... ?

PC's in APC... TOW launched at them...

Help please!

Just brainstorming, I see a lot of ways, but a lot of rolls and deeper thought too...
#2

backstabbist

Apr 14, 2008 12:45:09
Are you using the MM Blackhawk Sidewinder Hellfire rules?
Here, bottom of page
#3

psininja

Apr 14, 2008 23:32:04
Once fired, a hellfire missile travels one range increment per round until it reaches the target

So, a state-of-the-art guided missile travels one range increment every round, but my rpg-7 just instantly teleports to the target?

Is that as loopy as it sounds?
#4

backstabbist

Apr 14, 2008 23:46:44
Do yourself a favor,
dont look at the d20 Future space combat missiles traveling kilometers to targets with pilot evasion & Countermeasures
#5

tema69

Apr 15, 2008 8:31:43
If you have a few dollars to spare, then I'd like to suggest the Blood & Guts : Military Training Manual and its related products. There are some good rules for aerial combat. It might be in Blood & Guts : Combat Procedures though. Buy both. They're worth it.

Edit: d20 Mecha SRD has some good rules for guided vs countermeasures too.
#6

backstabbist

Apr 15, 2008 11:09:25
ok, so lets start discussing some houserules for it.

Assuming you are using the MM Blackhawk Sidewinder rules for guided missiles:
- Missiles may make multiple rounds of attack attempts (air)
- Having/using CounterMeasures raises your Def.
- Pilot activities to explicitly evade incoming fire would be Driving Defensively or Total Defence
Driving Defensively: Just as in melee combat, one can fight defensively while driving a vehicle, which grants a +2 dodge bonus to the vehicle’s Defense and applies a –4 penalty on attack rolls made by occupants of the vehicle.
Total Defense: A driver can choose the total defense, action which grants a +4 dodge bonus to Defense but does not allow the driver to attack (gunners or passengers take a –8 penalty on attack rolls). These modifiers last until the driver’s next round of actions.

As for passengers shooting down the incoming missile,
Just apply the appropriate size & speed modifier for a 4-15' narrow tube (M or S ?) and the propper speed mod for Mach2 (+16def side, +2def incoming), and the mod for pasengers making attacks from a Defensive or TotalDef pilot. (-4/-8 tohit)