Broken FrontFIELD MANUAL

Missile Resolution

Six ways a missile's flight ends.

OUTCOMEWHEN
HITArrives with the target alive and passes the seeker roll (if it has one)
SEEKER MISSArrives in its terminal phase but fails the roll against its seeker accuracy
LOCK LOSTA radar-guided missile lost its fire-control lock before going terminal
TARGET GONEThe target was destroyed or removed before arrival
TIMED OUTNever closed within ~200 m — 5 seconds past its estimated flight time
INTERCEPTEDShot down by an interceptor on the way in

THE SEEKER ROLL

A missile that reaches its target in the terminal phase — every self-homing or fixed-point weapon, and any radar missile that kept its lock that long — rolls once against its seeker accuracy (roughly 35–99 depending on family and tier). Fail it and the missile misses. Only deck-gun shells, which have no guidance, skip the roll.

DAMAGE

A hit's damage goes through the same weapon-vs-target effectiveness, cover and terrain rules as gunfire (see Hit Resolution) — without a crit roll, since the seeker roll already decided the hit. Minimum damage is 1. A ground hit suppresses the target stack like any other.

AREA STRIKES

Coordinate strikes and bombing runs hit an area instead of a unit: every unit inside the blast radius takes damage — except your own and your allies'. Bombs set their own radius (3–6 km); anything else uses 5 km. Bombs also damage every building of an enemy city whose centre lies in that radius. With nothing to hit, it's logged as a miss.

WHAT AN INTERCEPT COSTS

An interceptor rolls once against its tracking — or its seeker accuracy, if it's in its terminal phase. On success, both missiles are destroyed and simply disappear. On failure, only the interceptor is lost — the incoming missile keeps flying at full speed and full odds.

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