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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