Game Rules: Anti-missile systems are automatic and are considered active even if the pilot/crew is rendered incapable of acting in combat, but will not function if the unit’s engine is shutdown.Ĭonstruction Rules: Units may mount more than one AMS, but must follow the core construction rules for the unit regarding ammunition placement and such. The Clan versions run about equal in mass, but boast double the munitions capacity. These systems all weigh half a ton, and pack enough ammunition per one-ton bin for up to twelve volleys, based on consumption. Particularly popular Inner Sphere anti-missile system models include Coventry MetalWorks’ Sure Fire 444, the Yori ’Mech Works’ Flyswatter, Mitchell Vehicles’ McArthur AMS and the Voelkers Parasol produced by Corean Enterprises.
Despite this, anti-missile systems have proven highly effective in space combat, where even larger missile classes can suffer from a cloud of point-defense fire. This has allowed for greater ammo capacity per ton, but consumption remains a problem, and so even Clan AMS reserves tend to run dry after less than five minutes of sustained missile fire. The Clan version tries to offset this flaw by using flechette-based munitions rather than slugs. Designed to track, engage and destroy incoming missile clusters, the system proved effective enough for mass production, but is a terrible ammunition-hog. The anti-missile system (AMS) is essentially a rapid-fire, machine gun specifically used in a point-defense role.