Difference between revisions of "NARC"
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[[File:NARC.jpg|thumb|210px|NARC Missile Beacon]] | [[File:NARC.jpg|thumb|210px|NARC Missile Beacon]] | ||
− | + | '''NARC''', or '''Narc Missile Beacon''', is a missile homing utility that can be planted on enemy targets, causing friendly missiles (even those that do not traditionally have homing capabilities) to lock on to them. They are particularly useful when used in tandem with LRMs and ArrowIVs. | |
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+ | Upon striking a hostile vehicle, NARC acts as a missile guidance beacon for 25 seconds. While the NARC missile itself does no damage, when successfully "stuck" to a target, the NARC will begin broadcasting; in-range friendly vehicles will receive a notification that a NARC is active, and any friendly dumbfired missiles will automatically home in on the beacon once they get within 1000 meters of the beacon, provided they were launched with active radar. NARC beacons will also override a TAG laser if both are active at once. | ||
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+ | NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry. | ||
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==Weapon Stats== | ==Weapon Stats== | ||
− | All stats are current as of release 0. | + | All stats are current as of release 0.10.3. |
− | {| border="1 | + | <br> |
− | |- | + | |
− | ! | + | {| border="1" cellspacing="0" cellpadding="1" class= "wikitable sortable" style="text-align:center; font-size:13px;" |
− | ! ''' | + | |- style="text-align:center;" |
− | ! '''Max Range''' | + | ! '''Weapon''' |
− | ! ''' | + | ! '''Min<br>Range''' |
− | ! ''' | + | ! '''Max<br>Range''' |
− | ! ''' | + | ! '''Lock<br>On<br>Range''' |
+ | ! '''Lock<br>On<br>Time''' | ||
+ | ! '''Beacon<br>Active''' | ||
+ | ! '''Beacon<br>Range''' | ||
! '''Damage''' | ! '''Damage''' | ||
− | + | ! '''Shots<br>/min''' | |
− | + | ! '''[[Heat]]''' | |
− | + | ! '''Ammo<br>/ton''' | |
− | + | ! '''Ammo<br>cost<br>/ton''' | |
− | ! '''Shots/min''' | ||
− | ! ''' | ||
− | |||
− | ! '''Ammo | ||
− | ! ''' | ||
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|- | |- | ||
− | + | | data-sort-value="1" | [[CNARC | NARC]] | |
− | | [[ | + | | rowspan= "3" | --- |
− | | | + | | Data-sort-value="500" | 500m |
− | | | + | | Data-sort-value="500" | 500m |
− | | | + | | rowspan= "3" Data-sort-value="1.4" | 1.4s |
− | | | + | | rowspan= "3" Data-sort-value="25" | 25s |
− | | | + | | rowspan= "3" Data-sort-value="1000" | 1000m |
− | | | + | | rowspan= "3" | --- |
− | | | + | | rowspan= "3" | 60 |
− | | | + | | rowspan= "3" | 20 |
− | | | + | | rowspan= "3" | 6 |
− | | | + | | rowspan= "2" | 1500 |
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− | | | + | | data-sort-value="2" | [[CNARC]] |
− | + | | Data-sort-value="700" | 700m | |
− | | | + | | Data-sort-value="700" | 700m |
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− | | -- | ||
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− | | | + | | data-sort-value="3" | [[iNARC]] |
− | + | | Data-sort-value="900" | 900m | |
− | + | | Data-sort-value="900" | 900m | |
− | + | | 2000 | |
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|} | |} | ||
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==Preventing/Fighting NARCs== | ==Preventing/Fighting NARCs== | ||
− | The NARC is a very powerful tool, but there are 2 major ways to fight them | + | |
+ | The NARC is a very powerful tool, but there are 2 major ways to fight them:<br> | ||
+ | |||
1. NARC beacons can not be attached to units under the protection of an [[AECM]] field, and every beacon fired at such a unit will simply not activate. Already active beacons that come under the influence of a hostile [[AECM]] will deactivate and stop broadcasting until they leave the field again or their timer runs out.<br> | 1. NARC beacons can not be attached to units under the protection of an [[AECM]] field, and every beacon fired at such a unit will simply not activate. Already active beacons that come under the influence of a hostile [[AECM]] will deactivate and stop broadcasting until they leave the field again or their timer runs out.<br> | ||
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2. The EMP effect applied by [[PPC]]s of all sizes will remove NARCs, no matter where the PPC actually hits. With this it is possible to remove a NARC from a friendly unit by firing a PPC at the nearby ground, just touching their foot with a few points of negletable splash damage. | 2. The EMP effect applied by [[PPC]]s of all sizes will remove NARCs, no matter where the PPC actually hits. With this it is possible to remove a NARC from a friendly unit by firing a PPC at the nearby ground, just touching their foot with a few points of negletable splash damage. | ||
Revision as of 20:05, 2 April 2019
NARC, or Narc Missile Beacon, is a missile homing utility that can be planted on enemy targets, causing friendly missiles (even those that do not traditionally have homing capabilities) to lock on to them. They are particularly useful when used in tandem with LRMs and ArrowIVs.
Upon striking a hostile vehicle, NARC acts as a missile guidance beacon for 25 seconds. While the NARC missile itself does no damage, when successfully "stuck" to a target, the NARC will begin broadcasting; in-range friendly vehicles will receive a notification that a NARC is active, and any friendly dumbfired missiles will automatically home in on the beacon once they get within 1000 meters of the beacon, provided they were launched with active radar. NARC beacons will also override a TAG laser if both are active at once.
NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry.
Weapon Stats
All stats are current as of release 0.10.3.
Weapon | Min Range |
Max Range |
Lock On Range |
Lock On Time |
Beacon Active |
Beacon Range |
Damage | Shots /min |
Heat | Ammo /ton |
Ammo cost /ton |
---|---|---|---|---|---|---|---|---|---|---|---|
NARC | --- | 500m | 500m | 1.4s | 25s | 1000m | --- | 60 | 20 | 6 | 1500 |
CNARC | 700m | 700m | |||||||||
iNARC | 900m | 900m | 2000 |
Preventing/Fighting NARCs
The NARC is a very powerful tool, but there are 2 major ways to fight them:
1. NARC beacons can not be attached to units under the protection of an AECM field, and every beacon fired at such a unit will simply not activate. Already active beacons that come under the influence of a hostile AECM will deactivate and stop broadcasting until they leave the field again or their timer runs out.
2. The EMP effect applied by PPCs of all sizes will remove NARCs, no matter where the PPC actually hits. With this it is possible to remove a NARC from a friendly unit by firing a PPC at the nearby ground, just touching their foot with a few points of negletable splash damage.
Canon
Causing quite a stir when it was introduced in 2587, the Narc system offered a radically different way of improve missile target acquisition. The culmination of project TATTLETALE by the Terran Hegemony, the Narc launcher fires a short-range missile whose explosive warhead was replaced with a special Homing Pod mounted behind a magnetic head. These pods broadcast a wide-range electromagnetic beacon, one which can be tracked by SRMs and LRMs whose guidance systems have been modified to home in on the signal. The end result is vastly improved accuracy against targets marked with a Narc beacon.
Usage
The following vehicles equip this weapon:
NARC | CNARC | iNARC |
---|---|---|
Inner Sphere |
Clan |
Inner Sphere |