Starships: Weapons
Most commercial ships within the Olympian Alliance are unarmed, as the Alliance is sensitive about private citizens carrying weapons in its space. However, ships that travel to other systems, such as Dobo, often carry armaments because they encounter pirates and others who prefer to shoot first and ask questions later.
Starship Add-Ons
|
Add-On |
Cost |
Notes |
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|
Missiles |
System: $100 per launcher |
Speed (kps) |
Range (km) |
Accuracy |
Dmg |
Standard commercial ships have a DEF of 10 |
|
Kinetic Kill Vehicle (KKV) |
$50 each |
80 kps |
50,000 km |
+2 (Very Hard to Dodge) |
6d6K |
No explosives, direct impact (in essence a very large bullet) |
|
Fusion Warhead Missile |
$500 each |
30 kps |
75,000 |
+0 (Standard) |
10dK Explosion |
|
|
Plasma Torpedo |
$2500 each |
10 |
25,000 |
-2 (Easy to Dodge) |
14d6K Explosion |
|
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Smart Missile (AI-Piloted) |
$1000 |
40 |
100,000 |
+3 (Extremely Hard to Dodge) |
8d6K |
If the first attack misses, it makes a second attempt |
|
Swarm Missiles (Micro-Missiles) |
$750 per swarm of 10 |
60 |
30,000 |
-1 (Moderate Evasion) |
2 1/2d6K each |
Treat as AF-10 |
|
EMP Torpedo |
$3000 each |
20 |
50,000 |
+0 (Standard) |
disables electronics |
Requires an Engineering check to reboot systems |
|
Antimatter Torpedo |
$50,000 |
25 |
100,000 |
-1 (Moderate Evasion) |
30d6K |
Capital ship use |
|
Cloaked Missile |
$5,000 each |
35 |
100,000 |
+2 (Hard to Detect) |
11d6K Explosion |
Stealth approach, nearly invisible until final phase |
|
Lasers |
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|
Energy Cannon: Red Laser |
$1000 |
5,000 km |
+2 OCV |
4d6K |
Loses 3 DC per 5000 km distance after the first 5000 km |
|
|
Energy Cannon: Blue Laser |
$10,000 |
10,000 km |
+2 OCV, +2 RMod |
4d6K AP |
Loses 1 DC per 5,000 after the first 10,000 |
|
|
Energy Cannon: X-Ray Laser |
$50,000 |
50,000 km |
+2 OCV, +3 RMod |
4d6K Penetrating |
Loses 1 DC per 10,000 km after the first 50,000 |
|
|
Ion Cannon |
$20,000 |
10,000 km |
+2 OCV |
4d6k AP + acts as EMP |
Loses 1 DC per 10,000 after the first 10,000 |
|
|
Quad System |
+15,000 |
Adds 4-shot Autofire advantage to the Laser or Ion Cannon |
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Other |
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Ion Mine Dispenser |
$10,000 (dispenser) + $1,000 per mine |
Proximity |
Each mine is 4d6K AP expl+ acts as EMP |
Mines have a 1km blast radius |
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|
Armor |
$10 per SIZ |
Per +1 rPD/+1rED (ie +1 DEF) |
Standard commercial ships have a DEF of 10 |
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Shielding |
$1000 per SIZ |
Per level of Hardening or Invulnerability |
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Point Defense |
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Laser PD Turret |
$500 |
5000 km range |
+3 vs Missile |
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Flak Cannon |
$800 |
3000 km range |
+2 and AoE |
Can hit clusters of missiles |
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|
Interceptor Drones |
$1200 |
7000 km range |
+4 |
Reusable if not damaged |
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Chaff/Flare Pods |
$300 |
-3 vs Sensors of missiles, thus… |
-3 to Missile hit roll |
1000m radius |
2 minute duration |
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|
ECM |
$2500 for ship |
Electronics Roll vs. Missile OCV Roll to invalidate |
Ship-wide effect to hide ship |
Jams guidance; affects all incoming missiles |
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|
Decoy Drone |
$1800 |
Forces missile guidance to reroll to hit |
2000m radius |
Last 4 combat phases; mimics ship to divert missile to attack decoy |