Fire Control Computer

The use of Robotic Computers to control Weapon systems is an old idea and has be employed by military and mercenary forces all over the world for around a century, some Drivers on the Highway have developed computers to do just that on the road.

There are different types of Fire Control Computers for different functions, and they can be connected to displays for the Driver to control or set-up to allow a Passenger to control them separately.

In the basic game, all weapons are controlled by the driver, and he must drive and fire at the same time. A fire control computer can fire a weapon (or a set of linked weapons) automatically, leaving the driver free to drive, manoeuvre, fire other weapons and so on. Fire control computers are expensive, and often considered a luxury, but they can certainly be useful! However, a natural result of 1 on a hit roll is still a miss.

   Fire control computers operate in modes. The modes a computer can function in are explained individually, below.

A computer always starts the game in standby mode; switching from one mode to another requires the driver to use a shoot action, and the computer cannot engage a target in the same phase as switching mode. Firing is adjudicated at the end of each phase.

The player must keep a constant note of the current mode. The abbreviations given should be used to save space. Fire control computers regard any vehicle other than a wreck as a potential target. Cars are wrecked by rolling over.

#### Bikes

Fire control computers treat hostile bikes the same as cars for targeting purposes.
Friendly bikes do not block the fire corridor of a weapon controlled by a fire control computer, even though their contact zone is the same as a car's.

## Turret Fire Computer

In the basic game, turret-mounted weapons are controlled by the driver via a head-up display. A turret fire computer takes over this function, linking directly to the turret's motor units and sensors.

Though a Turret has a small computer that selects and targets enemies this is not as useful as it could be as the Driver still needs to decide when the Weapon is fired, the addition of a Computer Control system and console allow the Driver (or a Passenger designated as the Controller) to make fewer actions to control a Turret and have a more useful weapons platform in battle.

**Accuracy over 4 Range:** +1

**Accuracy over 68 Range:** +2

**Weight:** 5

**Cost:** $10,000

The Driver or Gunner of the Computer can use a Shoot Action to change the Computers Mode between a number of possible options, if the Driver is controlling it they must declare a Shoot Action to change Modes on the Computer, if a Passenger is in control of the system they may declare a Shoot Action Each Phase to control the Computer without affecting the Drivers Actions.

**Standby Mode (O):** This mode turns the Turret off and prevents it from targeting or firing upon other vehicles, if the Turrets Weapon runs out of Shots the Computer will automatically switch to this mode.

**Engagement Mode (E):** This Mode causes the Turret to target and fire the weapon at enemies following the same rules for targeting as Turrets, but the weapon will automatically fire in each Phase if it can.

**Designation Mode (D):** The Weapon can be set to target a specific vehicle each Phase instead of simply targeting the nearest vehicle (*The driver must note down the identification of one enemy vehicle*), when in this Mode the Weapon automatically targets the Designated Enemy and Fire in each Phase unless the target is obscured, or the Enemy is out of range; otherwise, it fires at the nearest enemy target, as for Engagement mode. The target can be changed by selecting this mode again. This still requires a shoot action. The system shuts down if the Weapon runs out of Shots,
Cost: $10,000
Weight: 0

**Conservation Mode (C):** In this mode the Computer attempts to conserve Shots by only firing upon an Enemy when it has a 50% Chance to hit or better, this mode can prevent the Turret for needlessly wasting Shots at distant targets, in all other respects the weapon operates as if in Engagement Mode.

Turret Fire Computers are equipped with sensors to aim the weapon that are able to counter the effects of Smoke and Night Fighting, this reduces the penalty to hit when firing through Smoke or at Night by -1 making them less effective at dissuading fire from the Vehicle.

A Passenger in control of the Fire Control Computer can choose to fire the weapon in single shot mode by Designating a Target and making a Shoot Action to fire once, in this way the weapon can work like any other Fixed Weapon but with a 360 Degree fire arc, though this can require constant attention from the Passenger to make the weapon useful.

While a Turret Fire Computer can target Bikes, Trikes, Cars, and Long Wheelbase vehicles as normal, Bikes and Trikes are small enough that the computer can shoot past them to other targets suffering a -1 Accuracy when doing so.

## Missile Fire Computer

In Much the same manner as Turret Fire Computers it is possible to use a Computer to assist in the guidance of Missiles to give them a better chance of hitting their target. Any missile-armed vehicle may be fitted with a missile fire computer and this computer can be fitted to a Vehicle for Driver or Passenger control in the same manner as a Turret Fire Computer so a Passenger can be in control of both systems at the same time if they wish. A missile fire computer also combines sensor arrays, missile guidance systems, and a ranging and targeting computer. The system can arm and activate the missiles, and guide them to the target via fly by wire or radio/wireless link. This gives the system a much broader fire corridor and greatly enhanced accuracy, especially at longer ranges. The fire computer also allows the driver to designate targets, locking missiles onto them and firing automatically while he concentrates on driving or fires other weapons.

The computer's broad-spectrum sensors allow targeting even through smoke. Missiles fired from a pod linked to a fire control computer are subject to a maximum -1 hit roll penalty when firing through smoke, as opposed to the normal maximum penalty of -3. The minimum range for missiles is programmed into the missile fire computer, and it will not fire on targets which are too close. When firing at a vehicle which has spun to 45° or 90° or is on a corner, the range should be checked using the movement ruler. If any part of the target is within 1 space of the front of the firing vehicle the fire computer cannot, and will not, select that target. Missile fire computers are able to steer missiles in flight. Because of this, missiles launched under the control of a fire computer have an enlarged fire corridor, as shown in the diagram below. Any missiles linked to the system can engage targets in this fire corridor, regardless of where the missile pod is mounted on the firing vehicle.

Missile fire computers are programmed to recognise and ignore friendly vehicles. Any vehicle which starts the game on the same side is regarded as a friend and cannot be engaged; anything else is regarded as an enemy. They can steer missiles around friendly vehicles, suspending the usual rule whereby weapons may only fire at the first vehicle in the fire corridor. The fire corridor is only blocked by a vehicle completely blocking both lanes to the target.

The minimum range for missiles is programmed into the missile fire computer, and it will not fire on targets which are too close. When firing at a vehicle which has spun to 45° or 90° or is on a corner, the range should be checked using the movement ruler. If any part of the target is within 1 space of the front of the firing vehicle the fire computer cannot, and will not, select that target.

**Accuracy over 4 Range:** +1

**Accuracy over 6 Range:** +2

**Accuracy over 8 Range:** +3

**Weight:** 5

**Cost:** $10,000

In much the same manner as Turret Fire Computers the Controller of the Missile Fire Computer can select various modes that determine how and when the weapons are fired, any Missile Weapons (But not RAG or Grenade Weapons) can be used by the Fire Computer.

**Standby Mode (O):** In this mode the Computer remains dormant and will not target or more missiles, if the Vehicle has no remaining Missiles the Computer will automatically switch to this mode.

**Lock On Mode (L):** by Declaring a Shoot action and choosing Lock On, the system locks onto the closest target. Using a single shoot action the nearest target in the fire corridor and launches a Missile from the selection available, therefore allows the driver to select the missile to be used (Ignoring the normal Strict load order rules), this fires only once at the target and then returns to Standby Mode.

**Salvo Mode (S):** Much like Lock On Mode this option automatically locks its entire available arsenal on the nearest target, launching multiple missiles, launching 1 from each Missile Pod on the Vehicle at the target, once the salvo is launched the Computer returns to Standby Mode. The system ignoring those that are within the 2 space minimum range. The driver has the option of firing a single missile or the full missile load; either option takes a single shoot action.

**Engagement Mode (E):** In the same manner as Turret Fire Computers this mode causes the Computer to launch a single missile per Phase at the nearest available target using the same target selection system for Turrets, this mode continues to fire Missiles each Phase until all missiles are expended or the mode is changed., there are no targets in range or they are obscured, or the Controller of the Computer changes mode. The computer will fire the lowest numbered chamber available to shoot. Where there are two loaded chambers on the same number, the driver is free to chose. In this mode the computer will not fire smoke missiles, and treats chambers containing a smoke missile as being empty.
Cost: $10,000
Weight: 0

*Engagement mode can be a dangerous option. The system can fire faster than the driver can think. Drivers who don't have any actions left to switch the system into a different mode may find themselves wasting.*

**Designation Mode (D):** This is a variation of salvo mode. The driver notes down the identification of one enemy vehicle, thereby selecting a specific vehicle in the Fire Corridor the Controller tells the computer to Destroy it, the computer then delivers Salvo's of missiles each Phase until the target is destroyed or moves out of the Fire Corridor.

A Missile Fire Computer communicates with its Missiles to alter their course during flight, this allows the Missiles to dodge obstacles (including other vehicles) in order to hit their target, this results in the Fire Corridor being 4 Lanes wide rather than 2 and the Missiles can avoid other vehicles and debris to hit a target unless it is completely obscured (Both lanes the target occupies are also blocked between the Firer and Target), if the Missiles are on a Turret the computer will search for targets in the full 360 Degree fire arc. as in salvo mode. If the designated vehicle is not in the fire corridor, the computer locks onto the nearest enemy vehicle, as if in salvo mode. The target can be changed by selecting this mode again. This still
requires a shoot action. in order to protect the Vehicle the Missile Fire Computer will only fire missiles at targets that are not within one Space of the Vehicle, in addition the Missile Fire Computer treats firing past Bikes and Trikes in the same manner as a Turret Fire Computer.

Targets with only one lane inside the fire corridor are still eligible targets, as usual. The target cannot be engaged if there is another vehicle blocking that lane in either the space immediately behind the target, or the one behind that.

Missile fire computers are programmed to recognise and ignore friendly vehicles. Any vehicle which starts the game on the same side is regarded as a friend and cannot be engaged; anything else is regarded as an enemy. They can steer missiles around friendly vehicles, suspending the usual rule whereby weapons may only fire at the first vehicle in the fire corridor.
The fire corridor is only blocked by a vehicle completely blocking both lanes to the target.

**<** **PHASE 1** The missile fire computer is in engagement mode.
During the first phase the driver drifts, bringing the target
into the fire corridor.
The system automatically fires one missile. The missile hits and
knocks out the target's last remaining weapon, mounted in the turret

.

**>** **PHASE 2** The driver swerves to avoid the mines. He has no more actions in this phase, so he can't switch the
missile fire computer out of engagement mode. Regardless of the driver's wishes, the computer
automatically fires another missile - again it hits. The
target vehicle has now taken terminal damage but isn't yet a wreck.

.

.

.

**<** **PHASE 3**
The driver is forced to panic brake as a
result of hitting the oil. This deprives him of the phase's actions and again he can't stop the computer
wasting another shot on the already crippled target.

.

.

## See Also

Turrets, Pintles, and Cupola's

Vehicle Design

Index