From Invasion3042 Wiki
| Anti Missile System
|
|
| Type:
| Inner Sphere
|
| Damage:
| 2
|
| Heat:
| 1
|
| Minimum Range:
| 0
|
| Range (S / M / L):
| 0 / 0 / 0
|
| Crits:
| 1
|
| Weight:
| 1.0 t
|
| To-hit modifer:
| 0
|
| Point blank modifer:
| 0
|
Resource requirements
| Resource
| #
|
| Antimony:
| 0
|
| Bauxite:
| 0
|
| Beryllium:
| 0
|
| Chromium:
| 0
|
| Cobalt:
| 0
|
| Copper:
| 0
|
| Germanium:
| 0
|
| Gold:
| 0
|
| Hydrogen:
| 0
|
| Iron:
| 0
|
| Lead:
| 0
|
| Lithium:
| 0
|
| Manganese:
| 0
|
| Molybdenum:
| 0
|
| Nickel:
| 0
|
| Nitrogen:
| 0
|
| Organics:
| 0
|
| Plastics:
| 0
|
| Platinum:
| 0
|
| Precious Gems:
| 0
|
| Rare Earth Elements:
| 0
|
| Silicon:
| 0
|
| Silver:
| 0
|
| Sulfur:
| 0
|
| Titanium:
| 0
|
| Tungsten:
| 0
|
| Uranium:
| 0
|
| Vanadium:
| 0
|
| Water:
| 0
|
| Zinc:
| 0
|
|
| Blueprint production cost:
| ? RP
|
| Design research level:
| 5
|
| RP required:
| 1,000,000
|
| BP required:
| ?
|
The anti-missile system (AMS) is essentially a rapid-fi re, machine gun specifically used in a point-defense role. Designed to track, engage and destroy incoming missile clusters, the system proved effective enough for mass production, but is a terrible ammunition-hog. The Clan version tries to off set this flaw by using flechette-based munitions rather than slugs. This has allowed for greater ammo capacity per ton, but consumption remains a problem, and so even Clan AMS reserves tend to run dry after less than five minutes of sustained missile fire. Despite this, anti-missile systems have proven highly effective in space combat, where even larger missile classes can suffer from a cloud of point-defense fire. (excerpt taken from the Classic Battletech TechManual, See "http://www.fanpro.com/cms/fp/" for more info.) ( Generates 1 Heat when used, IS has 12 ammo per ton, Clan has 24 ammo per ton.)