| Ship Weapon | Cost | Dmg | Power | Mass | Hardpoints | Class | TL | Qualities |
|---|---|---|---|---|---|---|---|---|
| ECM Pod | 150k | 0 | 3 | 1 | 1 | Fighter | TL4 | EWAR |
| 70mm Rocket Pod | 30k/1k | 2d4 | 3 | 1 | 1 | Fighter | TL3 | Concussive, Ammo 12 |
| Torpedo Rail | 750k/50k | 3d6 | 5 | 3 | 1 | Fighter | TL4 | AP 15, Ammo 1, Guided |
| 30mm Rotary Cannon | 25k | 1d6 | 3 | 1 | 1 | Fighter | TL3 | Flak |
| 60mm Autocannon Turret | 75k | 2d6 | 4 | 2 | 1 | Fighter | TL3 | Flak |
| 120mm Autocannon Turret | 150k | 2d8 | 5 | 3 | 1 | Frigate | TL3 | AP 10 |
| L12 Modular Missile Pod | 350k/20k | 2d8 | 5 | 3 | 2 | Frigate | TL4 | Guided Munitions, Concussive, Ammo 6 |
| Vertical Launch Tubes | 1.5m/50k | 3d8 | 10 | 5 | 2 | Cruiser | TL4 | Guided Munitions, AP 10, Ammo 6 |
| Hydra Mass Driver Platform | 5m/50k | 4d20 | 15 | 10 | 4 | Capital | TL4 | AP 20, Ammo 4, Clumsy |
| Medusa 400mm Magnetic Accelerator Cannon | 2.5m/25k | 3d10 | 10 | 6 | 2 | Cruiser | TL4 | AP 20, Ammo 6, Clumsy |
Weapon Qualities
Concussive: The weapon fires a warhead that relies on explosive shock to inflict damage on a ship’s armor. At the impact point, the target looses 1d4 amount of AC. To hit the same impact point, the attacker rolls with -2 on attack rolls. Weapons of this type also have the Ammo Quality.
Guided Munitions: The weapon gains a +2 to hit if the firing ship has acquired the target with a sensor. If the weapon looses communication with the ship it was fired from, it either self-destructs or veers off course. Weapons of this type also have the Ammo Quality.
EWAR: When a target is locked with an EWAR weapon, it gets a -2 on rolls resisting and performing Hacking or Programming Tasks, while the attacker gains a +1 to attack rolls.
Target Locking
Overview “Smart” weapons and Electronic Warfare systems rely on a stable sensor lock to function effectively. This requires coordination between the Bridge and the Gunnery/Comms departments.
Establish Target Lock
- Role: Gunner or Comms Officer
- Action Cost: Main Action
- The Check:
Program / Int+ Ship Comms Rating - Difficulty: 8 + Target Pilot Skill + Target ECM Rating
- Success: Target is Locked.
- A ship can maintain a number of locks equal to its Comms Rating (Min 1).
- Lock persists until broken, the target is destroyed, or the target leaves sensor range.
Break Lock
- Role: Pilot or Comms Officer
- Action Cost: Main Action
- The Check:
Pilot / DexORProgram / Int(Opposed Roll) - Difficulty: Opposed by the original Locker’s
Programskill rating. - Success: The Locked condition is removed immediately.