From: Robert W. Hofrichter <RobHofrich@p...>
Date: Fri, 23 Feb 2001 21:37:57 -0500
Subject: (SG) New GMS rounds
I know it's been discussed in the past, but I was just thinking, "Why would a
force engaged in COIN carry missiles which the insurgents could use (if
captured) to give them capabilities they don't already have?" Or, to put it
another way, what do you do with your missileer when youknow your oponent
doesn't have any tanks? (And yes, I'm know that someone may actually have
tanks, even though your intel boys think they don't.)
GMS Rounds For Use Against Dispersed Targets
Anti-Personnel Air Burst (APAB) Missiles
APAB missiles are specialized anti-personnel rounds capable of being
fired by guided missile systems. They mimic the effects of artillery rounds in
that each missile has a set burst radius and all targets within the radius are
attacked. The firing of an APAB is a separate action for a squad and cannot be
combined with other shooting in a single action. The firer nominates a target
point and must exceed the unit's Leadership level on a Guidance die roll in
order to hit the nominated spot. If the Leadership
level is not exceeded, find the impact point by using the On-Board
Artillery scatter procedure (page 47 of the Stargrunt II rulebook).
Burst
Type Radius Impact
GMS/P 2" d8
GMS/L 3" d8
GMS/M 3" d10
GMS/H 4" d10
High Explosive Armor Piercing Unguided (HEAPU) Missiles
HEAPU missiles are general-purpose rounds for use by personal and light
guided missile systems against vehicles in high ECM environments and against
infantry. HEAPU missiles utilize quicker-burning propellant and are
faster
than their guided counterparts. GMS/P HEAPU are treated exactly as
IAVR,
while GMS/L are treated the same as IAVR except that FP is d12. When
using HEAPU, GMS systems can be fired with other squad weapons just like any
other
support weapon. HEAPU are not available for GMS/M and /H systems.
Any thoughts regarding play balance, usefulness, etc?
Rob