COALITION
STATES
MILITARY
DATABASE
MISSION
VARIABLE MUNITIONS
WARNING:
UNAUTHORIZED ACCESS
IS
PUNISHABLE BY DEATH
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DEFINITION
OF MISSION VARIABLE MUNITIONS
Mission
Variable Munition, also known as Em-Vee-Em's, are a major tool on the modern
battlefield, and cover a range such as FASCAM artillery an VX class nerve
agents. The essential definitions is a weapon that is used for a
specific mission, and is usable only in limited circumstances.
Many
say that the MVM program is a waste of resources, and that it has limited,
nearly negligable use. Those esteemed officers are not students of
history. During Earth's long and bloody history, MVM's have been
used extensively, everywhere from the Sinia Engagement of 2141 to the Triax
Campaign against the Gargoyle Empire.
This is
a listing of the types of weapons capable of fielding MVM's.
Heavy Weaponry
Artillery
Missile Weaponry
HEAVY
WEAPONRY
Heavy weaponry
is the type of weaponry commonly operated on a tripod, or carried by 'borgs,
RPA's or vehicles. They include the CR-1 railgun, the Glitterboy,
and the CS-091 Backpack Rocket Launcher (Covered under missile weaponry).
Armor
Piercing, Discarding Sabot- A nasty little weapon designed before
the coming of the Rifts, and used extensively. Essentially a small
needle of dense construction, with a shell that discards soon after the
barrel, the shell is a high powered armor piercing munition. APDS
rounds half the available amount of MDC on a suit of armor. Force
fields take 1/2 damage from APDS weapons.
Ramjet
Rounds
Armor
Piercing Ramject Rounds
Flechette-A
nasty little dart that is one of the meanest things every devised.
Barbed and fragile, the flechette will lodge in flesh or bone, and the
pointed round can puncture soft armor. Hard armor will bounce a round,
taking light damage from it (1/4 damage), but soft tissues have problems.
Instead of in and out, or an easily removable round, now there is something
that will hang up, tears tissues, and in general will rip the hell out
of anything it hits. (+50% to damage to soft targets, 25% damage
to hard targets)
Rubber
Rounds-As ridiculous as it sounds, soft rounds have their place.
Not destroying armor or hard targets, they will quickly immobilize or stun
soft targets. Usable in missions where the capture of someone(thing)
is the priority, rubber rounds will shock and stun the target. (damage
is applied as concussive to the wearer of armor, or applied as temp damage
that can only be fatal if more than double the max damage is taken.
They do MDC to MDC target, and SDC to SDC targets)
Gel
Suspension Rounds-A weapon developed by Syntek Industies, the Gel Suspension
Round is a gel casing, surrounding a thick liguid (note: think of a
paintball round) with something suspended in the fluid. This
can be radioactive tracing agent, biological agent, chemical agent, metallic
dust for radar tracing, armor softening solution (commonly used in the
repair of armored vehicles) or pheromone tracing agent.
Radar Tracer-Metallic particles are suspended in the solution, mostly
mylar, and when this round hits the target, it bursts, coating a 4 square
inch section with a highly visible to radar liquid. A burst of these
rounds can completely coat a section and make it highly vulnerable to radar,
improving radar equipped targeting systems. (+1 to hit)
Radioactive Tracer-Full of radioactive particles, this round will coat
the liquid onto a target, making it easily trackable by any tracker equipped
with a radiometer.
Biological and chemical agent-See NBC weapons section
Armor Inhibiting Rounds-Filled with chemicals commonly used in the
repair and maintenance of armored vehicles, these rounds are used quite
often in commando style raids.
Softener-A solvent used to soften megadamage armor so that it can
be properly fitted to an armored vehicle, this reduces the protection offered
by the material. (Reduces the plating to SDC, although the conversion
rate does apply)
Rigider-Used to firm up plates that softener has been used on.
Rigider will make plates already treated brittle, and easily broken.
(Reduces MDC by half to all affected areas)
A
note on APDS. Here is a nasty thing about it. It punches straight
through the item, and leaves a vaccuum in it's wake. If it does a
critical hit, and completely depletes the armor, everything inside will
be sucked out a hole on the other side. Rather nasty.
ARTILLERY
FASCAM-Family
of Scatterable Mines. A nasty weapon developed late in the 20th Century
of Pre-Rifts Earth, this weapon is used for Area Denial. There are
two types of rounds. APERS (AntiPERSonell) and AntiVEHicle.
Usually
anti-personnel and anti-armor are mixed in the same round, to stop both
types of with the FASCAM field and to keep infantry from tampering with
or moving with impunity through your field. It also cuts down on
supply and logistics strain. All three types exist. Most mines
are set to auto-destruct after a preset time so your own troops can pass
through and not have to sweep the area.
APERS-Scatters
250 mines over a 5000 square foot (50x100) area. The mines are laser
or wire triggered, and are often the directional type. Most of them
do 1d6x10 damage to a 20 foot are, and are designed so they do not
set one another off.
AVEH-Scatters
200 mines over a 25000 square foot area. The mines are commonly polymer
or ceramic composite, with proximity triggers. They do 4d6x10 damage
to anything triggering them, designed primarily to blow off feet and tracks
from armored vehicles.
Other
mine types include bounding mines, both APERS and AVEH. AP ones jump
one or two meters up and detonate, AVEH jump up and fire an Explosively
Forged Penetrator slug through the deck armor, and can be set to engage
targets flying Nap Of Earth.
ERLIX-Personally,
I can't remember what it stands for, but this is another nasty weapon,
mostly used in mortars (4.2 inch, mostly), this weapon tracks and impacts
by following a laser guidance system.
STRIX:STRIX
is used by large caliber mortars (80mm and above) and artillery, and are
designed for precision attack on moving vehicles. It uses an advanced
IR seeker (Thus, there is no need for a designator or gunner) Other
options are laser track millimetric wave radar, sonic and optical recognitions.
Some of these rounds carry multiple warheads. (For those of you that
doubt this can exist-the US SADRAM, MLRS and other weapon systems use it)
Smoke-Simple
round, just drops smoke everywhere
Smoke, White
Phosporous-A nasty weapon, officially on the books as a smoke producing
round, white phosphouros burns at a high temperature, and can only be put
out by cutting it off from oxygen. (10d6 MDC per round for 2d6 rounds,
reducing by 1d6 per round after the initial time, until no more damage
is inflicted)
Smoke, Colored-Simple.
Comes in Red, green, blue, yellow. Funny thing about smoke, since
it blocks light, it reduces the range and amount of damage done by lasers.
(L.IGHT A.mplification through S.timulation of E.mmitted R.adiation)
Smoke, High
Concentrate-Thicker, and lasts longer. Will completely block
lasers. Funny, huh?
Smoke, Thermal
Masking-Jams Infrared and thermal targeting/sights from getting a visual
on anything inside or on the other side of the cloud
Smoke, Radar
Masking-A thick smoke, actually burning metal, that will block radar
by showing a radar signature across the entire area of the cloud.
Flare-Poof,
light. Comes in multiple colors. Red, White, green, blue, orange,
and yellow
Flare, Star
Cluster-Four or five flares
Flare, Illumination
Bomb-Bang! Lots of White Light! Provides illumination to
a large area for 3d4 minutes before burning out. Great for fighting
at night.
Flare, IR
Illumination Throws up an IR parachute
flare. Greatly enhances the performance of NVS's (Night Vision Systems)
since when they set to Light Amplification they also pick up IR frequencies
such as active IR light, and are invisible to standard sight!
Chaff, Radar
Defeating-Throws up a cloud of mylar conffetti that will show a huge
cloud on radar.
Chaff, Laser
Defeating-Throws up a thick cloud of water vapor with crystalline particles
suspended inside. Does not last as long as smoke, however.
Low Explosive-BOOM!
High Explosive-BOOM!
Incendairy-Burns
at a high heat to demolish burnable structures. Does standard damage,
but burns instead of explodes.
Fuel-Air-A
powerful explosive that combines a proper ratio of fuel to air, creating
a blast more devastating within it's range than a nuclear explosion, without
the problems of fallout and radioactivity. A nasty weapon.
Tactical,
Nuclear-Typical nuclear round.
Subsurface Detonater-Allows
the missile to penetrate up to 300m underground before exploding.
Anti-Armor-Designed
specifically to take out armor. Drops the MDC of armor by 25%
DP-ICM-Dual
Purpose-Improved Conventional Munitions, cluster roungds. Each one
dispenses a mixed load of anti-armor and fragmentation submutions.
Also are 'smart' munitions and bplasma submunitions either in grenade form
or in stand-off top attack (ie-orients on a target while falling and then
detonates to fire a directional blasma beam. No hard target? (ie:
Vehicle, RPA, or PA) Then detonate and crisp the infantry with the
plasma flare.
MISSILE
WEAPONRY
Let's talk about
the nasty stuff now. Stuff I have found in Jane's manuals, military
and industrial public databases, and books on future trooper concepts.
Anti-Aircraft:
HARPOON-VII
Here's a nasty one. Think of a surface to air (SAM) or Air to Air
(AAM) missile, now, add a booster charge behind 4 tungsten steel harpoons,
designed to use the aircrafts speed against it. If hit, the harpoons
will tear sections of the aircraft apart when the speed grabs the harpoon.
It also ruins the aerodynamic profile, sometimes causing the aircraft to
shake itself apart.
LAMPRAY-IX
This warhead explodes in proximity to the aircraft, attatching dozens of
quater-sized magnetic explosive charges to the skin of the aircraft.
Micro-fusion charges that is. Then it detonates, ripping away sections
of the aircraft skin, and then the speed itself does the rest of the work,
tearing the aircraft apart.
LAMPRAY-X
This one spits out a cloud of directional plasma charges that detonates
in a cloud of plasma beams that holes or warps the aircrafts armor, once
again allowing speed and wind resistance to rip apart the aircraft.
Anti-Armor
DRAGON-
A wire guided missile, it has a range of only 1.5 miles, and drops a microfilament
wire behind it. It can be used to make called shots.
TOW-VI-Tube-launched,
Optically-tracked, Wire-guided (Thanks for the correction). It can
be guided in, and is often mounted on vehicles, and can be used to make
called shots.
Both
the Dragon and the TOW has the operator track the target with the weapon's
sight. As the missile flies, the tracker looks for a xenon lamp in
the missile's tail. It compares where it is pointing with the missile's
position and sends course corrections down the wire (or by radio signal
with others, but this can lead to jamming. The CS sticks with wires)
Problems come with the wires getting snagged, since Delcon coated superconductor
no longer shorts out on water or wet surfaces. Another problem is
shooting at the gunner and making him/her/it duck, or even killing them,
causing the missile to go off course.
HEAT-OK,
this one is fun, so watch and follow. First, the front end of the
missile is slightly hollow, kind of like this:
<>###
The < is the guidance system, that is obliterated when the explosive
(#) detonates. The force of the detonation inverts the cone of copper
or bronze(>) and reduces it to plasma, where it turns into a spear of highly
charged particles. Nasty and effective against armor. It blows
a funnel shaped hole, the narrow end of the cone on the outside.
Most
anti-vehicle (read anti-armor) missile weapons still use this type of warhead,
even with the advent of reactive armors. There are some missiles
that use kinetic force as opposed to a shaped charge. Some of these
are hypersonics, while others use EFP's. Most hypersonic rounds are
used in railguns, mass drivers and such, kinetic kill weapons are still
gaining popularity, but a sattalite system such as the Old Amerikan Empire
Thors Hammer Sattelite are needed for kinetic kill artillery.
Well,
that's it. I know, I didn't include damages, but you need to decide
that for yourself. It depends on the campaign, personally, a HEAT
round depends on the caliber. We have applied calibers to railguns,
missile weapons. A HEAT minimissile will do 2d6x10 to an armored
vehicle, and is capable of killing something in a single shot (5% chance
+5% for every 10% the firer has in Targeting Systems) when used by a skilled
operator. LAW rockets meet T-72 tanks.
Once again, thanks to PsyWraith, who added a lot to this page
and the Mil-Spec gear page.