Missile Resolution
Six ways a missile's flight ends.
| OUTCOME | WHEN |
|---|---|
| HIT | Arrives with the target alive and passes the seeker roll (if it has one) |
| SEEKER MISS | Arrives in its terminal phase but fails the roll against its seeker accuracy |
| LOCK LOST | A radar-guided missile lost its fire-control lock before going terminal |
| TARGET GONE | The target was destroyed or removed before arrival |
| TIMED OUT | Never closed within ~200 m — 5 seconds past its estimated flight time |
| INTERCEPTED | Shot 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.
