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

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

 

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

           

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

       

Other

           

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

Armor

$10 per SIZ

Per +1 rPD/+1rED (ie +1 DEF)

     

Standard commercial ships have a DEF of 10

Shielding

$1000 per SIZ

Per level of Hardening or Invulnerability

       

Point Defense

           

Laser PD Turret

$500

 

5000 km range

+3 vs Missile

   

Flak Cannon

$800

 

3000 km range

+2 and AoE

 

Can hit clusters of missiles

Interceptor Drones

$1200

 

7000 km range

+4

 

Reusable if not damaged

Chaff/Flare Pods

$300

-3 vs Sensors of missiles, thus…

-3 to Missile hit roll

 

1000m radius

2 minute duration

ECM

$2500 for ship

 

Electronics Roll vs. Missile OCV Roll to invalidate

 

Ship-wide effect to hide ship

Jams guidance; affects all incoming missiles

Decoy Drone

$1800

 

Forces missile guidance to reroll to hit

 

2000m radius

Last 4 combat phases; mimics ship to divert missile to attack decoy