The Starship Armory · Chapter 8

Guided Ordnance

Missiles, torpedoes, rockets, bombs, and mines. Their damage type is Blast.

Strength The most damage for the mount. Long reach. Almost no Heat or Power
Weakness Every round costs money. Most need a lock. Most can be shot down
Stopped by Point defence, countermeasures, and running out of rounds

The rules for Lock-On, Tracking, Interceptable, and Salvo are in Chapter 3.

Payloads

Ordnance with the Payload quality carries one of these warheads, chosen when the round is loaded.

Payload Effect Avail Price of the round
Standard The listed damage Common x1
Armor-Piercing +2 Hull, and Pierce 2 Restricted x1.5
Fragmentation +2 Hull against targets of Scale 1 to 3; gains Blast 3 Common x1
Breaching 3 less Hull, and 5 System Damage Military x2
EMP No Hull damage, and 8 System Damage. Ion Military x2
Incendiary The listed damage, and Scorch 2 Restricted x1.5
Interdiction No damage. The target cannot jump for 1 to 3 rounds Military x5
Boarding Torpedoes only. No damage. Delivers four boarders or a drone at Engaged Military x3

Price of a Round

Weapon One standard round
Rocket Pod 150
Micro-Missile Pod 400
Light Missile Rack 1500
Bomb Rack 800
Salvo Missile System 1200
Torpedo Launcher 8000
Capital Torpedo Battery 60000
Mine Dispenser 2500
Boarding Pod Launcher 5000
Breaching Charge Array 500
Drone Rack 6000
Rocket Pod

Unguided rockets, strafing pod, ground-attack pod

Light 4 — 4 Short 1 0

5000 Restricted Blast Blast 2, Inaccurate 1, Limited Ammo 6

A cluster of unguided rockets under a wing or on a hull bracket. They need no lock and cannot be decoyed, and they miss a great deal. Against buildings, parked ships, and ground columns they are the cheapest damage in the book.

Micro-Missile Pod

Swarm pod, dogfight missiles, hornets

Light 3 — 4 Short to Medium 1 1

8000 Restricted Blast Lock-On, Tracking, Interceptable, Salvo 2, Limited Ammo 8

Small guided missiles for small craft. Each does 3 Hull, and a Salvo 2 launch sends two at once on one lock. It is the only guided weapon that fits a Light mount.

Light Missile Rack

Missile rack, anti-ship missile, standard rack

Standard 6 — 3 Long 1 1

18000 Restricted Blast Lock-On, Tracking, Interceptable, Payload, Limited Ammo 6

Six guided missiles on a rail or in a box launcher. This is the weapon a patrol boat and a pirate both carry. Payload: each missile may carry any warhead from the table in this chapter.

Bomb Rack

Bomb bay, gravity bombs, drop ordnance

Standard 9 — 3 Engaged 0 0

12000 Military Blast Blast 6, Payload, Limited Ammo 8

Unpowered bombs released over a target. The attacker must pass over it: the range is Engaged, and the target must be on the ground, landed, or not moving. Nothing else at this price does 9 Hull.

Salvo Missile System

Swarm launcher, saturation rack, ripple launcher

Heavy 5 — 3 Long 2 2

75000 Military Blast Lock-On, Tracking, Interceptable, Salvo 4, Saturation, Limited Ammo 12

Fires two to four missiles on one lock, each resolved as its own attack at 5 Hull. Its purpose is to give point defence more targets than it can handle. Saturation: three or more hits from one salvo add 1 System Damage.

Torpedo Launcher

Anti-ship torpedo, heavy tube, ship-killer

Heavy 12 — 2 Extreme 1 2

110000 Military Blast Lock-On, Tracking, Interceptable, Payload, Slow-Firing 1, Limited Ammo 4

A large self-propelled weapon with its own drive and seeker. It crosses a battle in one round and does more damage than any other Heavy weapon. It is big enough that point defence must roll to stop it. Slow-Firing 1 is the reload.

Capital Torpedo Battery

Fleet torpedo, dreadnought tubes

Capital 22 — 2 Extreme 1 3

600000 Military Blast Lock-On, Tracking, Interceptable, Capital Killer, Slow-Firing 2, Limited Ammo 4

The heaviest conventional weapon in the book. Capital Killer adds 3 damage against a target of Scale 6 or more. Breaking its lock takes a Hard check. Using one is an act of war, and every navy in range will know who fired it.

Mine Dispenser

Minelayer, scatter mines, denial charges

Standard 8 — 3 Placed 0 1

25000 Military Blast Blast 4, Limited Ammo 6

Lays one mine as an action, behind the ship or in a chosen spot within Short range. A mine attacks the first vehicle of Scale 2 or more to come within Short range of it, with a pool of 3 Ability Dice against Average difficulty. Finding a mine before that is a Hard sensor check, and Average for a ship moving at Speed 1.

A torpedo run seen from the cockpit