Difference between revisions of "NARC"

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The Narc Missile Beacon is a missile homing utility that can be planted on enemy targets, causing friendly SRMs and LRM 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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[[File:NARC.jpg|thumb|210px|NARC Missile Beacon]]
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'''NARC''', or '''Narc Missile Beacon''', is a missile homing beacon that guides friendly missiles to the target.
 +
__TOC__
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==Overview==
 +
Upon striking the target 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 guidable 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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 +
{{Clear}}
 
==Weapon Stats==
 
==Weapon Stats==
All stats are current as of release 0.9.1.
 
  
{| border="1" width="100%" cellspacing="0" cellpadding="1" class="wikitable" style="border: 1px solid #2d936b; text-align:center; background:#101010;"
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<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
|- class="stripe_green" style="height:50px; text-align:center"
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{| class= "sortable hoverTable statTable stickyCol"
! style="width: 10%" | '''Weapon'''
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|- style="height:70px;"
! '''Lock Range'''
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! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
! '''Max Range'''
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! data-sort-type="number" style="width: 70px" | '''Min Range'''
! '''Min Range'''
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! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage -->
! '''Ammo/ton'''
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! data-sort-type="number" style="width: 70px" | '''Lock On<br>Range'''
! '''Heat'''
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! data-sort-type="number" style="width: 70px" | '''Lock On<br>Time'''
! '''Damage'''
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! data-sort-type="number" style="width: 70px" | '''Beacon<br>Active'''
! style="width: 6%" | '''[[Damage types|Damage Type]]'''
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! data-sort-type="number" style="width: 70px" | '''Beacon<br>Range'''
! '''Secondary Damage'''
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! data-sort-type="number" style="width: 80px" | '''Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
! style="width: 6%" | '''Secondary Damage Type'''
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! data-sort-type="number" style="width: 70px" | '''Speed<br>(m/s)'''
! '''Splash Radius'''
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! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
! '''Shots/min'''
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! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot'''
! '''Mech Damage/sec'''
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! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
! '''Heat/sec'''
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! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton'''
! '''Ammo Cost/ton'''
 
! '''Max Damage/ton Ammo'''
 
! class="unsortable" | '''Notes'''
 
 
|-
 
|-
  
<!-- Use this template when adding new missile weapons. It should match the column format above.
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! data-sort-value="1" | '''NARC'''
| [[Weapon]]
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| rowspan= "3" | ---
| Lock Range
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| Data-sort-value="500" | 500m
| Max Range
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| Data-sort-value="500" | 500m
| Minimum Range
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| rowspan= "3" Data-sort-value="1.4" |  1.4s
| Ammo/ton
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| rowspan= "3" Data-sort-value="25" | 25s
| Heat
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| rowspan= "3" Data-sort-value="1000" | 1000m
| Damage
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| rowspan= "3" | ---
| Damage Type
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| rowspan= "3" | 400
| Secondary Damage
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| rowspan= "3" | 60
| Secondary Damage Type
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| rowspan= "3" | 20
| Splash Radius
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| rowspan= "3" | 6
| Shots/min
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| rowspan= "2" | 1500
| Mech Damage/sec
 
| Heat/sec
 
| Ammo Cost/ton
 
| Max Damage/ton Ammo
 
| Notes
 
 
|-
 
|-
-->
 
  
| BA NARC Grenade
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! data-sort-value="2" | '''CNARC'''
| ---
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| Data-sort-value="700" | 700m
| 50-100m
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| Data-sort-value="700" | 700m
| ---
 
| 1 (max 3)
 
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 
| 60
 
| ---
 
| ---
 
| 500
 
| ---
 
| Attracts friendly missiles for 60s
 
 
|-
 
|-
  
| NARC
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! data-sort-value="3" | '''iNARC'''
| 500m
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| Data-sort-value="900" | 900m
| 460m
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| Data-sort-value="900" | 900m
| ---
+
| 2000
| 6 (Max 120)
 
| 20
 
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 
| 60
 
| ---
 
| 20
 
| 1500
 
| ---
 
| Attracts friendly missiles for 30s
 
 
|-
 
|-
  
| CNARC
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|}
| 700m
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</div>
| 632m
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{{Version tag | Width = 1330px}}
| ---
+
 
| 6 (Max 120)
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==Gameplay & Hints==
| 20
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NARC can be effective tool, but there are 2 major ways to fight them:
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 
| 60
 
| ---
 
| 20
 
| 1500
 
| ---
 
| Attracts friendly missiles for 30s
 
|-
 
  
| iNARC
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1. NARC beacons can not succesfuly broadcast from units under the protection of an [[AECM]] field, and every beacon fired at such a unit will seem not be able to 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.
| 900m
 
| 792m
 
| ---
 
| 6 (Max 120)
 
| 20
 
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 
| 60
 
| ---
 
| 20
 
| 2000
 
| ---
 
| Attracts friendly missiles for 30s
 
|-
 
|}
 
<br>
 
'''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 [[dumbfire]]d 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.
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2. Any EMP effect, like the one 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 wall; just hitting their foot however, won't help. The other source of EMP are critical fusion reactor explosions.
  
==Preventing/Fighting NARCs==
 
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>
 
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.
 
  
 
==Canon==
 
==Canon==
Line 136: Line 70:
  
 
[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]
 
[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]
 +
  
 
==Usage==
 
==Usage==
The following vehicles equip this weapon.
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The following assets equip NARCs:
  
{| cellpadding="4" align="center" cellspacing="0" style="background:#101010; border:1px solid #303030;"
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<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
|- class="stripe_green" style="text-align:center;"
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{| cellpadding="0" align="center" cellspacing="3" style="border:2px solid #e69710; border-radius: 8px; padding:0px 2px 10px 1px; margin-bottom:3px; white-space:nowrap"
! NARC || CNARC || INARC ||
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|- style="text-align:center; font-size:14px; background:#2E2E2E;"
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! style="width: 200px;" | NARC
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! style="width: 200px" | CNARC
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! style="width: 200px" | iNARC
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
|
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| style="padding-left:25px; padding-right:25px" |
*[[Raven]]
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&nbsp;&nbsp;'''Inner&nbsp;Sphere'''
*[[Cougar]]
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*[[Commando#Variant F |Commando (F)]]
*[[Shadow Cat]]
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*[[Raven#Variant D |Raven (D)]]
*[[Loki]]
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*[[Argus#Variant A |Argus (A)]]
*[[Argus]]
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*[[Avatar#Variant E |Avatar (E)]]
*[[Avatar]]
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*[[Harasser#Variant F |Harasser&nbsp;(F)]]
*[[Chimera]]
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*[[Sparrowhawk#Variant D |Sparrowhawk&nbsp;(D)]]
*[[Corsair]]
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*[[Corsair#Variant B |Corsair (B]],[[Corsair#Variant H |H)]]
*[[Harasser]]
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| style="padding-left:25px; padding-right:25px" |
*[[SparrowHawk]]
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&nbsp;&nbsp;'''Clan'''
|
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*[[Locust IIC#Variant G |Locust IIC (G)]]
*[[Avar]]
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*[[Cougar#Variant C |Cougar (C)]]
*[[Blacklanner]]
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*[[Shadowcat#Variant D |Shadowcat (D)]]
*[[Cauldronborn]]
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*[[Black_Lanner#Variant D |Black&nbsp;Lanner (D)]]
*[[Cougar]]
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*[[Cauldron-Born#Variant B |Cauldron&#8209;Born&nbsp;(B)]]
*[[Donar]]
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*[[Loki#Variant A |Loki (A)]]
*[[Hephaestus]]
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*[[Thor#Variant C |Thor (C)]]
*[[Loki]]
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*[[Masakari#Variant F |Masakari (F)]]
*[[Masakari]]
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*[[Hephaestus#Variant C |Hephaestus&nbsp;(C)]]
*[[Shadowcat]]
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*[[Donar#Variant B |Donar (B)]]
*[[Sulla]]
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*[[Avar#Variant C |Avar (C)]]
*[[Thor]]
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*[[Sulla#Variant C |Sulla (C)]]
|
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| style="padding-left:25px; padding-right:25px" |
*[[Atlas]]
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&nbsp;&nbsp;'''Inner&nbsp;Sphere'''
*[[Raven]]
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*[[Raven#Prime |Raven (Pr)]]
*[[Thanatos]]
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*[[Chimera#Variant G |Chimera (G)]]
*[[Hawkmoth]]
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*[[Thanatos#Variant B |Thanatos (B)]]
*[[Shiva ]]
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*[[Atlas#Variant E |Atlas (E)]]
*[[SparrowHawk]]
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*[[Hawkmoth#Variant F |Hawkmoth&nbsp;(F)]]
 +
*[[Sparrowhawk#Variant B |Sparrowhawk&nbsp;(B)]]
 +
*[[Shiva#Variant A |Shiva (A)]]
 
|}
 
|}
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</div>
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{{Version tag | Width = 610px | What = lists | tech = | Version=0.11.3}}
  
==See Also==
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----
* [[TAG]]
 
  
 
[[Category:Grenade weapons]]
 
[[Category:Grenade weapons]]
 
[[Category:Lists]]
 
[[Category:Lists]]
 
[[Category:Missile weapons]]
 
[[Category:Missile weapons]]
 +
<br>{{Navbox Weapons}}

Revision as of 20:44, 30 March 2020

NARC Missile Beacon

NARC, or Narc Missile Beacon, is a missile homing beacon that guides friendly missiles to the target.

Overview

Upon striking the target 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 guidable 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

Weapon Min Range Max Range Lock On
Range
Lock On
Time
Beacon
Active
Beacon
Range
Damage/Shot Speed
(m/s)
Shots
/min
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
NARC --- 500m 500m 1.4s 25s 1000m --- 400 60 20 6 1500
CNARC 700m 700m
iNARC 900m 900m 2000
All stats are current as of release 0.14.10

Gameplay & Hints

NARC can be effective tool, but there are 2 major ways to fight them:

1. NARC beacons can not succesfuly broadcast from units under the protection of an AECM field, and every beacon fired at such a unit will seem not be able to 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. Any EMP effect, like the one 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 wall; just hitting their foot however, won't help. The other source of EMP are critical fusion reactor explosions.


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.

BattleTech reference


Usage

The following assets equip NARCs:

NARC CNARC iNARC

  Inner Sphere

  Clan

  Inner Sphere

All lists are current as of release 0.14.10