Missile Hit and Damage procedure
Rules are updated as follows:
5.c Missile Firing
Note: Planet atmosphere can affect effectiveness, range etc. of all missiles. Generic effect: -1/4 quantity.
5.c.1 Each modifier reduces hits by ¼.
5.c.2 Targets that are in neighboring hexes cannot be affected by LRMs.
5.c.3 All missiles (unguided) are either Medium (LRM) or Heavy (SRM) weight.
5.c.4 LRM: 4 hex per band with an extended CnC band; SRM: 3 hex per band.
5.c.5 LRM: At CnC range bands, ¼ of LRM pack quantity are lost due to dispursal e.g. LRM-20 becomes LRM-15.
5.c.6 LRM: Every 4 missiles comprise 1 damage hit die to roll.
5.c.7 SRM: as fired (SRM6 = 6 hits)
5.c.8 Damage Severity Process
5.c.8.1 Compare Missile weight class to target weight:
• if same weight, hits as described above.
• If target is greater weight, roll special per final hits to actually count:
• Code (red) from auto hit range to the first CnC band
• CnC at CnC bands.
• If target is lesser weight, add 1/4 of the total hits per salvo (missile pack).






