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 beacon that can be planted on enemy targets, causing friendly missiles, that have acquired no lock from the firing unit, to lock on to them. For this to happen, the missiles still have to be fired from an unit with active radar. They are particularly useful when used in tandem with [[LRM]]s and [[Arrow IV]]s.
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'''NARC''', or '''Narc Missile Beacon''', is a missile homing beacon that guides friendly missiles to the target.
 +
__TOC__
 +
==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.
  
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.  
  
NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry.
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{{Clear}}
__TOC__
 
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
 
 
==Weapon Stats==
 
==Weapon Stats==
  
 
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
{| class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto; border-spacing:0px; border-collapse:separate; white-space:nowrap"
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{| class= "sortable hoverTable statTable stickyCol"
|- style="text-align:center; height:70px; white-space:normal"
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|- style="height:70px;"
 
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
 
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
 
! data-sort-type="number" style="width: 70px" | '''Min Range'''
 
! data-sort-type="number" style="width: 70px" | '''Min Range'''
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! data-sort-type="number" style="width: 70px" | '''Beacon<br>Active'''
 
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Active'''
 
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Range'''
 
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Range'''
! style="width: 80px" | '''Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
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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: 70px" | '''Speed<br>(m/s)'''
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! data-sort-type="number" style="width: 70px" | '''Speed<br>(m/s)'''
 
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
 
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
! style="width: 70px" | '''[[Heat]]<br>/Shot'''
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! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot'''
! style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
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! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
! style="width: 70px" | '''Ammo cost<br>/ton'''
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! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton'''
 
|-
 
|-
  
| data-sort-value="1" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''NARC'''
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! data-sort-value="1" | '''NARC'''
 
| rowspan= "3" | ---
 
| rowspan= "3" | ---
 
| Data-sort-value="500" | 500m
 
| Data-sort-value="500" | 500m
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|-
 
|-
  
| data-sort-value="2" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''CNARC'''
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! data-sort-value="2" | '''CNARC'''
 
| Data-sort-value="700" | 700m
 
| Data-sort-value="700" | 700m
 
| Data-sort-value="700" | 700m
 
| Data-sort-value="700" | 700m
 
|-
 
|-
  
| data-sort-value="3" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''iNARC'''
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! data-sort-value="3" | '''iNARC'''
 
| Data-sort-value="900" | 900m
 
| Data-sort-value="900" | 900m
 
| Data-sort-value="900" | 900m
 
| Data-sort-value="900" | 900m
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|}
 
|}
 
</div>
 
</div>
{{Version tag | Width = 1330px | tech = | Version= 0.11.3}}
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{{Version tag | Width = 1330px}}
  
==Preventing/Fighting NARCs==
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==Gameplay & Hints==
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NARC can be effective 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>
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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.
  
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.<br>
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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.
  
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.
 
  
 
==Canon==
 
==Canon==
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[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]
 
[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]
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==Usage==
 
==Usage==
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{{Version tag | Width = 610px | What = lists | tech = | Version=0.11.3}}
 
{{Version tag | Width = 610px | What = lists | tech = | Version=0.11.3}}
  
==See Also==
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----
* [[TAG]]
 
  
 
[[Category:Grenade weapons]]
 
[[Category:Grenade 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