Name |
Description |
Class |
Eff Range |
Damage/Effects |
High Explosive Torpedo |
Cheap and effective, HighEx torpedoes come in all shapes and sizes. A major advantage of HighEx torpedoes is their warheads have smaller mechanisms compared to other types, allowing them to use enhanced guidance systems. Typically they are rated in terms of yield: H1 to H5, with H1 torpedoes typically used against small shuttlecraft and H5 used against flagships. |
Torpedo |
|
d4S/rating, may redirect a missed torpedo at a -2 step penalty |
Plasma Torpedo |
These torpedoes deliver overwhelming heat damage upon impact. Their actual destructive power is low, but bonding fields were not designed with heat sinking in mind. This high heat melts circuits and can roast crew. Comes in three yields rated P1 to P3, with the smallest used against frigates and the largest against flagships. |
Torpedo |
|
1S/rating on impact, deals 1S/rating to the ship as unsoakable damage every round for d5 rounds |
Kinetic Torpedo |
Kinetic torpedoes are just huge chunks of heavy metal propelled by a missile at a sizable fraction of the speed of light. Notoriously difficult to use, they require extreme long range to get to effective killing speed. Come in five yields rated K1-K5, with the smallest used against orbital stations and the largest against flagships. |
Torpedo |
|
d7S/rating, requires a Scientific Expertise (Orbital Mathematics) + Int check at minimum Dif = 7 to calculate trajectories. |
Boarding Torpedo |
These insane torpedoes carry between one and four occupants. A shaped thermite charge detonates upon contact with the enemy ship, burning through bulkheads, driving in, then sealing the entrance behind it. Due to the extreme danger to their occupants these weapons are used almost exclusively by the Polevik Arcology. |
Torpedo |
|
Instantly adds between 1-4 boarders to an enemy ship. |
Singularity Torpedo |
A short-lived singularity warhead that is as deadly as it is expensive. These are the major ship-killers of most minor polities. Very few ships carry more than 3. Most have a very small area effect to avoid runaway singularity merging. Even a glancing blow can destabilize bonding fields and overload shields, as the dissipating Hawking radiation interrupts the power supply of the stricken ship's singularity reactor. |
Torpedo |
|
4d12+22S, upon a critical hit disables bonding fields and shields for d3 turns. |
Nuclear Torpedo (Multi warhead) |
Multi warhead nuclear torpedoes are often used to deal with tightly-packed ship formations, such as Ballard droneship swarms. Unlike most other torpedoes, these are also highly useful in atmospheric conditions and for orbital bombardment. Come in five yields rated N1 to N5, with the smallest used against corvettes and the largest against planet-side cities. Due to the limitation on blast radius in space, nuclear ordinance is often contained in a series of smaller war heads that split apart shortly before impact to increase the blast radius over a wider area that otherwise possible with a single warhead. |
Torpedo |
|
d8S/rating, Area Effect of 3 tiles in space and 5 tiles in atmosphere |
Antimatter Torpedo |
These all-or-nothing, ludicrously expensive torpedoes are the chosen shipkillers of the major polities. They often leave nothing intact, making them useless for salvaging a target. As they are horrifically unstable, a ship carrying antimatter torpedoes is in serious danger of being destroyed by their own weapon if the warhead is damaged. Come in two yields rated A1 to A2, the latter of which is only used by NEB flagships. |
Torpedo |
|
(5d12+40S)/rating, may be set off by a critical hit to the weapons bay, resulting in the immediate destruction of the ship |
Grackle Escort Missile |
Also known as 'mother flockers' to NEB guncrews, these missiles are fired in clusters of four and emit a very conspicuous radar signature far outweighing their actual payload. A GEM battery is fired simultaneously with a torpedo to draw point-defense fire away from the primary payload and to add a bit of an extra punch. These are commonly employed by Ballard ships. |
Missile |
|
d(surviving missiles)S; requires a Technical Engineering (Electronic Countermeasures) + Alert check at minimum Dif = (7+remaining GEMs) to easily target an escorted torpedo; if ignored, inflicts -1 step penalty to target torpedo per missile; each point defense hit on a GEM reduces surviving missiles by 1 |
Swarmer Missiles |
Swarmer Missiles come in two variants- a light variant to counter drones and fighter craft, and a heavier variant that targets smaller capital ships. Both rely on swarms of missiles to overwhelm point defense systems. |
Missile |
|
Light: d8V; Heavy: d4S. Attackers may make three attack rolls at a -2 step penalty as a single action. The defender makes one defense against the attack. |
Scorpion Stinger |
A basic, high-explosive, high-speed, long range missile. Best used as anti-bomber weapons, they are rarely (if ever) used against larger starships except when used to target specific turrets. |
Missile |
|
d10V; +1 step bonus to called shots against capital ships; bonus stacks with a Neurolink |
Gungnir MIRV |
The largest and most dangerous of the missiles, these splitting warheads are specifically used to saturate anti-capital ships with blanketed tactical nuclear fire. While they don't have the sheer punch of a nuclear torpedo, they are much harder to shoot down. |
Missile |
|
d6S, +2 step penalty to hit with point defense fire |
EIPP Cannon |
These standardized cannons use plasma to propel duranium-tipped shells through their targets. They come in such a wide range of calibers, makes, and models that it can rapidly become confusing telling one from another. Most arms merchants classify their killing power from CCAL1 to CCAL10. |
Cannon |
|
d4S+rating, halves enemy armor die |
EIPP Rotary Cannon |
EIPP rotary cannons are the fast-firing cousins of basic cannons. They sacrifice raw killing power for sheer volume, often chewing through enemy armor and obliterating unarmored foes. Like their larger cousins, their killing power is classified using a blanket generic system, from RCAL1 to RCAL10. |
Cannon |
|
d4S+1/2 rating (rounded up), deals +2 steps damage to targets without bonding fields or shields, enemy armor die is always maximized |
Hellbreak Battery |
This Shung innovation fires an EIPP sabot projectile with two stages, augmented further with a proprietary magnetic propulsion system. Upon striking an enemy ship, it hits with a one-two punch that rapidly overstresses bonding fields. This weapon is rarely found outside Shung fleets. Comes in three sizes, HB1 to HB3. |
Cannon |
|
d6S+5*rating, triples damage to Bonding Fields |
Starfield Harmonic Gun |
The Sun Dynasty spearheaded the creation of a close-ranged, high-velocity spray of duranium-tipped shot that cycles through the ship's active bonding field. This causes an interesting phenomenon to the resonant frequency of the shot, allowing it to pass through Damalian, Farosan, and NEB shields. This comes at the expense of a very short range. Comes in five ratings, SHG1 to SHG5. |
Cannon |
|
d4S+2*rating, -1 step penalty to an opposing ship's dodge. If fired while the ship has a bonding field active, ignores enemy shields. |
Starlance |
Energy based weapons were more or less made obsolete by EIPP technology. High energy draw and stellar dust drastically reduces beam weapon efficiency. However, they still often see use as secondary batteries on large capital ships that have the extra energy to wield them. Pinpoint accuracy and long range should never be underestimated. Starlances come in four ratings, SL1 to SL4. |
Beam |
|
d2S/rating, +2 step bonus to accuracy, may require additional singularity reactors, loses accuracy bonus when fired through nebula |
Glimmergun |
A De Mairan adaptation of normal starlances, Glimmerguns are finely focused and intense short beams. Not only do they have a greater punch, they are specifically designed to work within nebulae and to punch through other refractive surfaces, making them excellent for hide-and-seek strategies. Glimmerguns are rare but come in four ratings, GG1 to GG4. |
Beam |
|
d3S/rating, +3 step bonus to accuracy, may require additional singularity reactors |
Chaingun |
EIPP chainguns are smaller-sized cannons effective at shooting down torpedoes and fighters. They come in a variety of calibers, firing rates, and payloads; they are typically classified as CGUN1 to CGUN5. |
Point Defense |
|
d3V/rating, may use normal fire, burst fire modes, or autofire modes |
Flak Cannon |
Flak cannons fire exploding clouds of shrapnel to shred torpedoes or anything too small for a bonding field. Though they don't have the raw power of chainguns, they're much more effective at guaranteeing damage. They are rated from FC1 to FC5. |
Point Defense |
|
d2V/rating, may use Suppression Fire action, difficulty to avoid Suppression Fire is based on Flak Cannon attack roll |
Houndstooth |
The Houndstooth is to a chaingun what a buzzsaw is to a serrated knife. The Houndstooth point defense system is strictly designed for priority fighter-bomber duty, and once activated cannot be shut down. The super-high speed rounds quickly convert attacking fighters to expanding clouds of vapor. Usually found on Covenant Progeniture escort ships. |
Point Defense |
|
d6V, only firing mode is Full Auto Mag Dump, once fired must continue to fire, carries enough ammo for 4 rounds of fire |
C-Beam |
Small, accurate beam weapons are still found as point defense systems on many larger capital ships. Unlike their larger cousins they do not have a high range or energy draw, making them last-resort weapons for use against torpedoes. They are rated CB1 to CB5. |
Point Defense |
|
d2V/rating, +1 step bonus to accuracy |