Anti-Missile System

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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: ?

[edit] Blurb

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.)

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