NARC

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Revision as of 03:30, 3 August 2017 by Bird Thing (talk | contribs) (Weapon Stats: updated to most recent stats (0.8.6); still need to update fluff; will come back to add narc...)
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Weapon Stats

All stats are current as of release 0.8.6.

Weapon Listed Range Max Range Ammo per Ton Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Shots per Min Overheat Cooldown Mech Damage per Sec Heat per Sec Ammo Cost per Ton Max Damage per Ton Ammo Damage Fall-off Fall-off After Notes
BA NARC Grenade 50-100m --- 1 (max 3) --- --- --- --- --- --- 60 --- --- --- --- 500 --- --- --- Attracts friendly missles for 60s


NARC, or Narc Missile Beacon, is a missile capable of lock out to 900m (though with limited maneuverability) but effective out to 1200 meters, upon striking a hostile vehicle, acts as a missile guidance beacon for 30 seconds. While the NARC 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 close to within 1000m, provided they were launched with active radar. NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry. NARC beacons will also override a TAG laser if both are active at once; dumbfired missiles will seek the NARC. Missiles also will fly towards the beacon if passing over the NARC attraction area when fired from afar. This allows ArrowIV missiles to be fired from the other edge of the map, and hit the target when NARC is attached on their flight path.

Battle Armor can purchase throwable NARC beacons that operates as a normal NARC after attaching to a target, except that it lasts twice as long: 60 seconds. Up to 3 can be carried by a BA.

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.

Usage

The following vehicles equip this weapon.

NARC

See Also