Advanced Tactical Missile

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The Advanced Tactical Missile system (ATM) was developed by Clan Coyote from 3054 to 3060 and allows its users to choose between three different types of ammunition. ATMs also include an integral Artemis IV Fire Control System.

The standard ammo deals two points of damage per missile, like a short-range missile, but has a longer range, albeit with a minimum due to the multi-stage nature of the missiles.

The Extended Range ammo has a correspondingly longer range, with the same multi-stage missile's minimum range, though it deals only one point of damage per missile.

The High Explosive version has a much shorter range since it trades the booster for increased power. This removes the minimum range and allows the missile to deal three points of damage.

For clarity:

Ammo Type Min. Short Med. Long Damage
Standard 4 5 10 15 2/missile
ER 4 9 18 27 1/missile
HE 0 3 6 9 3/missile

ATM's come in four types, each firing more missiles per salvo then the last:

The Advanced Tactical Missile family would later be used as the basis for the Improved Advanced Tactical Missile system that was developed by The Society.[1]

Hot Loading[edit]

Nearly all LRM types (and ATM types, according to errata) can be "hot loaded", implying that their warheads and guidance systems are armed, even as they sit in the ammo stores of the vehicle. This effectively eliminates the minimum range issue that higher damage ATM missiles missiles have, but at a cost of accuracy.

Hot Loading Rules[edit]

For CBT play roll 3D6 dice, and use the lowest two results for the cluster hit table. Ammo hot loaded this way is armed in the tube, and will explode if the tubes are hit for their full damage value, while also being quite likely to chain react into the ammo stores for the 'Mech (on a roll of less than 6 on a 1D6 roll). They also have a +1 to hit modifier.[2]

References[edit]

  1. Wars of Reaving, p. 201
  2. Tactical Handbook p. 48 Hot Loading LRMS

Bibliography[edit]