LDD-4 Laser Designator

Primary Purpose: Laser designation for indirect fire support.
Secondary Purpose: A really big laser pointer for those large lecture forums.
Range: 6 miles in good conditions for the primary Laser frequencies; 1.2 for the secondary frequencies.
Weight: 23.4 lb. for the entire unit (scope and bipod attached).
Payload: Can be used for two hours of designation per e-clip .

The LDD-4 has a large telescopic sight that when used with the built in bipod can be used to accurately call in fire support at very long ranges. This weapon is also useful for directing large point blank strikes against very hard targets.

This weapon is typically issued to an Observer; 1 per platoon of infantry or Power Armor troops or per Special team that has a need for one. It is used to laser designate targets for destruction by medium and long range missiles fired from long distances away. It uses a laser invisible to the human eye, which can be sensed by the guidance packages of all missiles, as well as any standard bomb, MRM, LRM or anti-ship (tactical nuclear) missile set up for such guidance (requires guidance system - worth $5000 - and an armorer or BME roll at -10% to modify a missile not originally constructed for such use). As for a general rule I'd say that LRM, MRM, and mini-missiles are capable of Laser guidance. SRMs are not typically because they are used for inter vehicle combat where both of the vehicles have some sort of sensor detection of each other. Mini-missiles can be command guided because it is sometimes useful to have a swarm of missiles attack a target from very short range. The LDD-4 ensures that the majority of them are on target.

The LDD-4 has 255 primary laser frequencies and 5 secondary frequencies to choose from. The first 255 are used by the bigger missiles, and are referred to as (phonetic letter) - (number, one - 10). Examples: Alpha-3, Oscar-7, etc. The 5 secondary frequencies are Zebra-6 through Zebra-10. They are frequencies generally used only by mini-missile guidance, and have much shorter range.

Effects on using laser designation to target large missiles:

  1. Laser must be set on a frequency matching what is programmed into the missiles. If that frequency is not present on the missile's flight path, the missiles will keep flying straight, looking for the laser light, until they run out of fuel (and self-destruct) or hit a solid object. If more than one laser detected, will hit closest designated target. THE TARGET MUST BE DESIGNATED FROM THE TIME THE MISSILE APPROACHES THE TARGET AREA, UNTIL IT HITS. A side benefit of this is that, up until 3 seconds before impact, the missile can be diverted by pointing the laser at something else. At the T-3 second mark, the missile makes a secondary lock on the target, to allow it to track in, even if the laser is shut off/moved (such as by a forward observer ducking for cover).

  2. For stationary objects, a main body hit is always successful, as long as the missile launcher does not roll a "1" on launch.

  3. Small targets on a stationary object (such as a door, etc.) require a "called shot" (natural 12 or better) to hit; a 5-11 means a main body hit, while a 1-4 means that the laser is off target, and the target will only take blast damage (1/2).

  4. Moving targets require a roll to hit (by the designator) on the action sequence that the missiles will hit. A natural 20 will result in a called shot location (be sure to ask player before he rolls of the exact spot aimed for) in addition to a critical strike. However, there are penalties to the roll...

    Bonuses: As W.P. Energy Rifle, aimed shot, plus add in W.P. Cyclone Weapon Systems or Weapons Systems bonuses if applicable.

    Penaltys:
    Speed: -1 to strike per 10 mph/16 kmph of the target, if target on ground/water surface, or flying below 2 miles (3.2 km) altitude. -1 to strike per 50 mph for higher flying aircraft.
    Smoke/Fog: -2 to strike.
    Target In Combat: Double existing penalties.

  5. Smart missiles: If they are launched, but the launcher rolls a "1", the launcher gets to roll a second time for them to try to acquire the target. Success is as a normal missile launch (5 or better; 8 or better using Rifts Conversion book range modification rule)

To successfully relay the coordinates of the target to the vehicle launching the missiles a Land Navigation or Read Sensory Instruments and a Radio: Basic roll must be made successfully.

For GMs there are two options for determining the damage of an artillery strike. If only a few missiles were launched then roll damage normally or assign a damage. However, if it is intended to be a continuous-fire/destroy everything barrage, the GM can assign a straight per-melee or per-action damage.

This weapon is very useful because it can be used to call for the destruction of a single object, or to destroy a whole town.

By Edward J Thompson (edwardt@juno.com) with help from Stan Bundy