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Context

This is a technical article for the DC Heroes RPG. This quick framework makes writing up missiles easier and gives them coherent stats.


Types of missiles

There are 3 main kind of missile depicted in fiction – pulse, long and persistent.

  • “Pulse” missiles will hit or miss their target within a Phase, and will not attempt to hit their target again if they miss.
  • “Long” missiles may fly for several Phases, and will not attempt to hit their target again if they miss.
  • “Persistent” missiles may fly for several Phases, and will dogfight or buzz around a target until they hit it or are destroyed.

Most “Pulse” Missile have the following stats : [BODY 02, (warhead), Range: 08, R#03, Grenade drawback, Limitation : (warhead) has No Range and uses the listed Range instead].

They are used with the Weaponry (heavy) Subskill – in fiction, it’s not about how accurate a missile is, it’s about who shoots it. Missiles fired by faceless villains with low skills will usually miss, missiles fired by clear-eyed hero with high skills have a much higher chance to hit.

Most “Long” missiles have the following stats : [BODY 02, (warhead), AV 04, Flight: 12, R#02, Grenade drawback, Limitation : (warhead) had No Range, (warhead) has no AV and uses the listed AV instead, Flight can only be sustained for five Phases (-2)]. Long missiles have their own AV, and no SKill score is used with them.

Most “Persistent” missiles have the following stats : [DEX 06 BODY 02, (warhead), Flight: 10, R#02, Grenade drawback, Limitation : (warhead) had No Range, (warhead) has no AV and uses the listed DEX instead, Flight can only be sustained for nine Phases (-2)]. Persistent missiles have their own DEX, and no Skill score is used with them.

Thus, Pulse missiles are a simple ranged attack ; Long missiles fly themselves to the target then try an attack using their AV ; “Persistent” missiles fly themselves to the target then start maneuvering and attacking using their DEX, until they run out of fuel or impact with something.


Types of tracking mechanism

Most missiles will track their target through unspecified means – modern missiles sometimes uses shape-analysis software, meaning they aim by recognizing their target by a variety of signatures – shape, radar shape, heat signature, etc.

Two other common kind of missiles are Heat-seeking and Radar-guided. Those are 15 pts Drawbacks for the missile : Heat-seeking means it can be fooled by flare-type countermeasures, and radar-seeking means it can be fooled by chaff-type countermeasures.

There is no need to give missiles with such an aiming mode Thermal vision or Radar sense – those inputs are solely used to explain the missile AV or DEX, which has already been paid for.

Some missiles are also intended to be aimed at pretty large targets :

  • Low resolution missiles will attack vehicles like tanks and jet fighters normally, but add +1CS to the OV of any man-size target. Low Resolution is a 10 pts Drawback.
  • Very low resolution missiles will attack huge targets like buildings or ships normally. Vehicles add +1 CS to their OV, and individuals +2 CS. Very low resolution is a 15 pts Drawback.

Types of payloads

Common payloads include :

  • High explosive : Bomb: 12.
  • Anti-armour : EV 13 (Area of effect 0 AP).
  • Anti-ship : EV 14 (Area of effect 1 AP).
  • Cratering : Dig: 08 (Area of effect 2 APs).
  • Proximity fuse : EV 10 (Area of effect 2 APs) – common for anti-air missile.
  • Super penetrator : EV 12 (Area of effect O APs), Sharpness (EV): 03.
  • HARM : EV 12 (Area of effect 1 AP), Detect (radar): 12.


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By Sébastien Andrivet

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