Carrier Torpedo
A devastating capital-grade torpedo designed to shatter enemy hulls, cripple subsystems, and force entire squadrons into reaction. Too large to be fired from bombers or fighters, this warhead is only mounted aboard capital-class vessels and launched during full-scale fleet engagements.
Damage & Qualities: Width+6 in Shock+Kill (Scale 3, Penetration 8, Area 1)
The Carrier Torpedo is a slow, massive payload weapon capable of crippling subsystems or tearing through armour plating on carriers, cruisers, and other large targets. It travels at subluminal speed, providing plenty of warning—but if not intercepted, it can disable or destroy major sections of a ship in a single hit.
It can only be launched from Capital-class ships, fired from a broadside arc, and used against large-scale targets (Scale 2 or greater).
Cost:
With Capital-Grade Torpedo Mount: 50 PointsSummary
Type: Capital-Class WeaponDamage & Qualities: Width+6 in Shock+Kill (Scale 3, Penetration 8, Area 1)
The Carrier Torpedo is a slow, massive payload weapon capable of crippling subsystems or tearing through armour plating on carriers, cruisers, and other large targets. It travels at subluminal speed, providing plenty of warning—but if not intercepted, it can disable or destroy major sections of a ship in a single hit.
It can only be launched from Capital-class ships, fired from a broadside arc, and used against large-scale targets (Scale 2 or greater).
Rules & Limitations:
- Slow Delivery: Travels 100 yards per round and cannot impact in the same round it is fired. Always requires a minimum of 1 round to reach the target. The attack roll is made when the torpedo arrives.
- Targetable Payload: While in transit, the torpedo is treated as a Scale 0 object with no defences. Any successful attack that deals at least 1 damage destroys it.
- Penetration 8: Ignores the first 8 points of armour at the hit location.
- Area 1: The target and anything within 10 yards takes 2 Shock to each location, and 1 Killing to a random location. If armour is reduced to 0 and damage is dealt, the armour at that location is destroyed.
- Slow: May only be fired once every two rounds.
- If/Then – Capital Ships Only: Can only be launched from capital-scale vessels.
- If/Then – Broadside Only: Can only be fired at targets within the ship’s broadside arc.
- If/Then – Capital Targets Only: May only be targeted at Scale 2 or larger ships.
- Obvious: Highly visible and energetic, cannot be concealed.
- Focus: Must be installed in a capital-grade launcher mount.
- Operational Skill: Requires Weapon (Gunnery) or equivalent.
Tactical Role
- Ship Killer: Capable of disabling subsystems or inflicting catastrophic damage to enemy carriers and cruisers.
- Threat Projection: Forces the opposing fleet to react defensively—diverting resources to interception or repositioning.
- Siege Enabler: Most useful in structured engagements where fleets maintain firing arcs over long distances.
- Coordinated Fire Support: Ideal for follow-up after shield collapse or when paired with ECM and jamming support.
Cost Breakdown
- Base Attack: +2 Points
- +6 Damage: +6 Points
- Penetration 8: +8 Points
- Area 1: +1 Point
- Focus: -1 Point
- Obvious: -1 Point
- Slow: -2 Points
- Operational Skill: +0 Points
- Slow Delivery (Custom Flaw): -3 Points
- Targetable Payload (Custom Flaw): -1 Point
- If/Then – Capital Ships Only: -1 Point
- If/Then – Broadside Only: -1 Point
- If/Then – Capital Targets Only: -1 Point
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