by Stefan Melin-Dempsey and Hilary Ayer
The small Star League variant weapons shown here are meant to be launched in a situation where they can build up to a high speed to impact with great force upon a 'Mech. The VTOLs and hovercraft are remotely guided by the battle computers of the Fortress Brian. They were not activated when the explorers arrived. For all buzz bombs: To launch a buzz bomb: Use the computer's piloting roll. (To generate this, roll 1 D6. On a 1-2, computer's skill is 6; on a 3-4, skill is 7; on a 5-6, skill is 8.) To hit with a buzz bomb, use the ramming rules. If buzz bomb misses, it is destroyed. Damage is 1 pt per ton of weapon per 2 hexes travelled (total travel not travel per turn) before impact. Use of an ECM pod breaks the connection between the buzz bomb and the controlling computer. At the point where the buzz bomb enters the effective range of an ECM device, it receives no further commands. It will continue forward at its current speed and heading until it leaves the ECM field or hits something. Any Hit stops the weapon; it falls to the ground in the hex of impact. Any 1 Critical Hit destroys the weapon.
More Part IIA Lust for Lostech A Scenario for MechWarrior
Ellingsen Expedition, Davies' Rockers, Morgan's Ghosts, Corman's Dragons, Castle Brian Explorers Attacking Force (ComStar et al) Maps: Ground Level, Levels 1,2,3,5 Buzz Bombs Part IA Lust for Lostech A Scenario for MechWarrior
Information for Players: The Briefing Information for Players: Computer Screen Info Information for Players: The Monster Information for GM: Pedro Ellingsen Information for GM: Castle Brian Information for GM: The Levels Back to BattleTechnology 14 Table of Contents Back to BattleTechnology List of Issues Back to MagWeb Magazine List © Copyright 1990 by Pacific Rim Publishing. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |