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.