Vehicle Weapons

Anti - Personnel



Damage Fitting Size Cost
Light Blaster 1d10 w0 1000
Standard Blaster 2d10 w0 2000
Heavy Blaster 3d10 w0 3000

Anti-Personnel Auto-fire can target up to 5 different personnel and attack cost 2000 per extra personnel targeted
Example : Adding Anti-personnel auto-fire for 3 people costs 4000 (first target is free 2nd is 2000 and third is 2000 for a total of 4000 credits)

Standard Vehicle Lasers


Damage Range Fitting Size Cost
Light Laser Cannon 3d10 1 - 3 w1 1500
Laser Cannon 4d10 1 - 3 w1 2000
Heavy Laser Cannon 5d10 1 - 3 w1 3000
Quad Laser Cannon 6d10 1 - 3 w2 5000
Longshot Laser Cannon 4d10 1 - 5 w2 5000

Standard weapon adjustment*

*Can only be fitted to w1 or w2 sized weapons
Linking allows multiple weapons to fire as single weapon Cost 2000
Turret Weapons are allowed to turn and fire in 180° or 360° arcs (Requires a gunner to use) Cost 2000
Turret Locking Turrets can now be locked into a fixed position allowing the pilot to control them without a gunner. Cost 1000

Turbo Lasers


Damage Range Fitting Size Cost
Turbolaser Cannon 4d10x2 1 - 6 w3 5000
Heavy Turbolaser Cannon 5d10x3 1 - 6 w3 7000
Twin Turbolaser Cannon 5d10x4 1 - 6 w6 12000
Twin Heavy Turbolaser Cannon 6d10x5 1 - 6 w6 16000
Longshot Turbolaser Cannon 5d10x3 1 - 10 w6 25000
Mega Turbolaser Cannon 8d10x5 1 - 12 w12 60000
Planet Buster 10d10x10 1 - 20 w30 100000000
*Turbolasers receive negatives for fighting smaller than Large sized ships : -5 to hit Medium : -15 to hit small and -30 to hit tiny and diminutive.   All turbolasers are turret systems, and they must have a gunner to operate.

Ion Cannons


Damage Range Fitting Size Cost
Light Ion Cannon 3d10 1 - 3 w1 2000
Ion Cannon 4d10 1 - 3 w2 2000
Heavy Ion Cannon* 5d10x2 1 - 3 w3 3000
Longshot Ion Cannon 3d10 1 - 5 w2 5000
Massive Ion Cannon* 5d10x4 1 - 6 w6 5000
*Treat as turbolaser for targeting

Missile Launching System


Max Ordinance Fitting Size Cost
Small Torpedo Launcher 2 w1 2000
Torpedo Launcher 4 w2 3000
Assault Torpedo Launcher 8 w2 5000
Siege Torpedo Launcher 16 w3 9000
Missile Pod 8 w3 3000
Missile Launcher 16 w6 7000
Assault Missile Launcher 30 w6 12000
Missile Bay Launcher 100 w12 50000

Missile Ordinance


Damage range Speed Cost
Torpedo 3d10x2 3 1 250
Proton Torpedo 5d10x2 3 1 400
Ion Torpedo 5d10x2 3 1 250
Plasma Torpedo 8d10x2 3 1 1000
Standard Missile 6d10x2 4 2 500
Concusion Missile 10d10x2 4 2 1000
Ion Missile 10d10x2 4 2 600
Thermite Missile 10d10x5 4 2 2500
Anti-Missile Rocket* 1d10 2 3 250
*Anti-missiles can be loaded in either torpedo or missile systems and will track the closest missile.
  • Range is how many turns they remain active
  • Speed is how many blocks they move a turn
  • Torpedoes are point and shoot, Missiles can track a target

Bomb

Type Damage Cost
Standard 3d10x2 150
Proton 5d10x2 300
Ion 5d10x2 200
Heavy Ion 10d10x2 400
Concussion 10d10x2 1000
Thermite 10d10x5 6000

Mine

Type Damage Standard Cost Magnetic Cost Friend or Foe Cost
Standard 3d10x2 400 200 250
Proton 5d10x2 400 200 500
Ion 5d10x2 300 200 500
Heavy Ion 10d10x2 600 400 1000
Concussion 10d10x2 1200 400 1000
Thermite 10d10x5 7000 400 1000
When ordering a mine you must add the cost of each piece to determine the full cost of the mine.
  • Example: A standard Proton mine cost 400 credits, if you wish to upgrade to a magnetic proton mine, the price will be 600 credits (400 + 200).   Additionally you can still add Friend or Foe to the mine, making it a Magnetic Friend or Foe proton mine.   The total price would be 1100 credits for each mine (400 + 200 + 500). 

Other Weapons

Tractor Beam Range 1-2 Ship fitting w6 Cost 12000 Reduces speed to 0 : takes 1 turn to pull ship closer by 1 space
Can only effect Medium or smaller ships.

Strong Tractor Beam Range 1-2 Ship fitting w12 Cost 75000 Reduces speed to 0 : takes 1 turn to pull ship closer by 1 space
Can only pull Huge or smaller ships. Colossal or gargantuan ships will be tethered to the ship with the Strong Tractor Beam

Beacon Launcher Range 5 squares Ship fitting w6 Cost 50000 Can Launch a beacon

Hyperspace Disruptor Beacon Range 30 squares Hull HP 150 Cost 30000 Ships cannot use hyperspace while in range of active beacon
Shielded Hyperspace Disruptor Beacon Range 30 squares Shield HP 100 Cost 70000 Ships cannot use hyperspace while in range of active beacon
Comm Beacon Solar System Hull HP 100 Cost 20000 Broadcast a message to a system


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