Nano Missile System Options (or 4 missiles per Hardpoint)
MISSILE TYPE | DAMAGE | SPLASH RADIUS | COST/MISSILE | SPECIAL |
---|---|---|---|---|
Standard | 4d10x2 | None, Direct Target | 100 | NO |
Anti-Missile Interceptor | 3d10x2 | None, Direct Target | 300 | YES |
Decoy Missile | N/A | N/A | 300 | YES |
Fragmentation Missile | 3d10x2 | None, AoE Targeting 1 Starship Square | 200 | NO |
Sensor Probe | N/A | N/A | 400 | YES |
Variant Load | By Grenade | By Grenade | 50 | YES |
Anti-Missile Interceptors – Anti-Missile Interceptors have a smaller warhead than the standard nano-missile, but instead have larger thrust capability and higher maneuverability, perfect for taking out incoming missiles and cruise missiles. The crewman controlling the nano-missile system can make a number of intercept attempts per turn equal to the number of attacks of opportunity they can make – these intercept attempts are made when a missile attacks the vehicle. However, the crewman cannot make more intercept attempts than the amount of anti-missile interceptors that are loaded. To make an intercept attempt the crewman makes an attack roll, if their attack roll beats that of the missile, roll damage for the nano-missile as usual. If the damage is more than 10 points, the missile is destroyed – otherwise the attack misses and the missile may attack again as usual if it had lock-on.
Decoy Missiles – Decoy missiles remove the target target acquisition and lock systems of the missile and warhead and replace them with an array of signal emitters. When launching a decoy missile, the character firing it must make a Use Computer check. The decoy missile is programmed with a flight path chosen by that character as well, which it follows. When a character attempts to fire on the vehicle with any computer-aided weapon (meaning they’re not just looking out the window to pick their target), they must make a Perception check vs that Use Computer check. If they beat the Use Computer check, they can target the vehicle as normal, otherwise they hit the decoy missile. Decoy missiles are also effective against guided weapons that are attempting to attack after missing – their attack roll must beat the Use Computer check in this case. Any damage dealt to a Decoy Missile destroys it, they fly at a speed of up to 10 squares per turn and can move a total of 30 squares before exhausting their fuel.
Sensor Probes – Sensor probes replace the warhead of the nano-missile with a small sensor array similar to the standard array found on the vehicle launching it. These can move for a total of 30 squares at a rate of 10 squares per turn before exhausting their fuel, and allow the vehicle to make Perception checks in remote areas. Once the fuel is exhausted the missile can no longer move, but it remains active and transmitting for the next 6 hours.
Variant Load – Nano-missiles can be purchased without a warhead, allowing a standard grenade to be modified and installed in place of the warhead. Doing so requires a DC 20 Mechanics check to properly install and fuse the grenade, this check takes 10 minutes or longer (GM’s discretion). While this does allow you to do strange things like install nonlethal baton grenades onto a missile, keep in mind that the missile itself has around 80 kilograms of mass and is travelling at a very high velocity – that baton grenade probably won’t be that effective as a nonlethal weapon. Empty variant load nano-missiles cost 50 credits each.
Light Missile Launcher Options (or 1 Hardpoint)
MISSILE TYPE | DAMAGE | SPLASH RADIUS | COST/MISSILE | SPECIAL |
---|---|---|---|---|
Standard | 7d10x2 | 4 square | 500 | NO |
Armor Piercing | 7d10x2 | 4 square | 500 | YES |
Narrow Blast | 8d10x2 | 1 square | 1,000 | NO |
Wide Blast | 5d10x2 | 6 square | 1,000 | NO |
Homing | 7d10x2 | 4 square | 1,000 | YES |
Ionized Cluster | 7d10x2 | 0 squares | 750 | YES |
Radiation Burst | Special | 6 square | 2,000 | YES |
Anti-Strike Craft | 7d10x2 | 2 squares | 4,000 | YES |
Light Cruise Missile | 9d10x2 | 4 squares | 800 | NO |
EMP | 9d10x2 Ion | 4 square | 2,000 | NO |
Armor Piercing: These missiles are optimized for penetrating shielding and armor. They have penetration 10 (ignoring the first 10 points of DR or SR), but require a more precise shot to detonate properly and thus take a -5 penalty on the attack roll.
Anti-Strike Craft (USERS: Lissonian Treeholds, The Warriors. NON-USER DISTRIBUTORS: The Hive): Developed as a joint project by the Hive and the Lissonians during the Nightcaller Conflict, these missiles are highly maneuverable and contain advanced tracking hardware to pursue agile targets. When aimed, they can make two additional attacks on a miss instead of one prior to self-destructing. They have a +3 bonus to attack targets smaller than Colossal size (as well as Colossal targets with Combat Thrusters), this bonus increases to +6 when aimed.
Homing: Aiming before attacking with this missile causes the missile to make two additional attacks on a miss instead of one prior to self-destructing. Also, improved tracking software provides a +3 bonus to attacks with this missile, aimed or not.
Ionized Cluster: Ionized cluster missiles are each covered in an ionized sheath upon launching, which gives them penetration 10 against shields. Ionized cluster missiles affect all craft within the target space square, representing that several smaller missiles are attacking a group of closely flying targets.
Light Cruise Missile: Though guided, these torpedoes travel much slower than light torpedoes and missiles in general – only having a Reflex Defense of 20 (instead of 30) and travel at a maximum speed of 12 space squares per round. They are generally used for attacking slow-moving or immobile targets, or from a very close range.
Radiation Burst: These specialized missiles emit deadly radiation in a 6-square burst radius. Being within or moving through this burst area is the same as being exposed to extreme radiation (SE 255). If you have total cover within a vehicle, you gain a +5 equipment bonus to Fortitude Defense to resist the effects of radiation. The effects will dwell for 1d6 rounds, before beginning to disperse, reducing the size of the burst-area by 1 until it disappears entirely. Use of these weapons is frowned upon, and Radiation Burst missiles are considered to have an availability of Illegal.
Medium Missile Launcher Options (or 1 Hardpoint)
MISSILE TYPE | DAMAGE | SPLASH RADIUS | COST/MISSILE | SPECIAL |
---|---|---|---|---|
Standard Medium Missile | 9d10x2 | 4 square | 750 | NO |
Medium Cruise Missile | 7d10x5 | 8 square | 750 | YES |
Swarm Missile | 6d10x2 | 0 squares | 2,000 | YES |
Medium Armor Piercing Missile | 9x10x2 | 4 square | 750 | YES |
Armor Piercing: These missiles are optimized for penetrating shielding and armor. They have penetration 10 (ignoring the first 10 points of DR or SR), but require a more precise shot to detonate properly and thus take a -5 penalty on the attack roll.
Medium Cruise Missiles: Though guided, these torpedoes travel much slower than torpedoes and missiles in general – only having a Reflex Defense of 20 (instead of 30) and travel at a maximum speed of 12 space squares per round. They are generally used for attacking slow-moving or immobile targets, or from a very close range.
Swarm Missile (USERS: Lissonian Treeholds, The Warriors): Designed to overload shielding technologies, the swarm missile splits into three submunitions after launch. Roll your attack with this missile three times. For each attack that hits, roll damage and apply the damage to the Shield Rating of the ship – then apply the highest of the three damage rolls to the ship itself (if the damage makes it through the shields or the shields have been taken offline).
Heavy Missile Launcher Options (or 2 Hardpoints)
MISSILE TYPE | DAMAGE | SPLASH RADIUS | COST/MISSILE | SPECIAL |
---|---|---|---|---|
Standard Heavy Missile | 9d10x5 | 4 square | 2,000 | NO |
Heavy Cruise Missile | 9d10x5 | 6 square | 2,500 | YES |
Medium Armor Piercing Missile | 9x10x5 | 4 square | 2,000 | YES |
Armor Piercing: These missiles are optimized for penetrating shielding and armor. They have penetration 10 (ignoring the first 10 points of DR or SR), but require a more precise shot to detonate properly and thus take a -5 penalty on the attack roll.
Heavy Cruise Missile: Though guided, these torpedoes travel much slower than torpedoes and missiles in general – only having a Reflex Defense of 20 (instead of 30) and travel at a maximum speed of 16 squares per round (5 space squares). They have penetration 10, ignoring the first 10 points of SR or DR when calculating damage. They are generally used for attacking slow-moving or immobile targets, or from a very close range.