Fighter Missile

A compact, high-yield projectile designed for devastating single-use deployment from fighter-class ships. Optimised for decisive strikes, it excels at breaching armour and clearing tightly grouped enemies.

 

Cost:

With Missile Mount to attach to: 0 Points
Without Missile Mount to attach to: 10 Points
 

Summary

Type: Fighter-Class Weapon
Damage & Qualities: Width+3 in Shock+Kill (Scale 1, Area 1, Penetration 4, Ranged (Reduced Capacity 1))

The Fighter Missile is a single-use explosive weapon designed to deliver high-impact ordnance against hardened targets. Its Area 1 effect applies reduced explosive damage to nearby systems within a 10-yard radius, while the primary target absorbs the full force of the impact.

Importantly, if the missile’s Penetration reduces the primary hit location’s armour to 0 and it still deals damage, the armour on that location is permanently destroyed. This makes the missile a terrifying opener—even if the target survives, they may become fatally exposed to follow-up attacks. With Penetration 4 and a splash effect, it excels at crippling formations, cracking open hulls, or ending fights fast.    

Rules & Limitations:

  • Range: 128 Yards without penalty. -1 penalty to hit up to 256 yards. 1 Gobble Die for every 128 interval past 256 yards.
  • Area 1: On a successful hit, the target and everyone within 10 yards takes 2 Shock to each location. Then each affected target rolls 1d10 and takes 1 Killing to that hit location. If the primary target’s hit location had its armour reduced to 0, that location’s armour is permanently destroyed.
  • Penetration 4: Ignores the first 4 points of armour.
  • Exhausted: Once fired, the missile mount cannot be used again until reloaded—a full combat round is required to reload (if possible).
  • If/Then – Requires External Power Source: Can only be fired while mounted to a powered vehicle or station.
  • If/Then – Carrier Reload Only: This missile can only be reloaded on a dedicated carrier or major starbase.
  • Full Power Only: Must be fired at maximum Width.
  • Obvious: Extremely loud and visible—impossible to conceal.
  • Operational Skill: Requires Weapon (Gunnery) or similar.
  • Focus: Must be installed. Not an innate power.
  • Bulky: -2 dice if not mounted.

 

Tactical Role

  • Target Elimination: Best used against high-priority, armoured enemies.
  • Area Denial/Suppression: Punishes enemies who cluster or fly in formation.
  • Opening Salvo: Can soften a battlefield before your team presses the advantage.

 

Cost Breakdown

  • Base Attack: +2 Points
  • Power Quality (+3 Damage): +3 Points
  • Penetration 4: +4 Points
  • Area 1: +1 Point
  • Focus: -1 Point
  • Bulky: -1 Point
  • Scale 1: +1 Point
  • Obvious: -1 Point
  • Exhausted: -3 Points
  • Full Power Only: -1 Point
  • Operational Skill: +0 Points
  • If/Then – Requires External Power Source: -1 Point
  • If/Then – Carrier Reload Only: -1 Point
  • Reduced Capacity 1 (Ranged): -1 Point
Final Cost per Regular Die: 1 Point
 

Space Combat Adaptation

In space engagements, the Fighter Missile excels as a one-shot equaliser, giving even a small craft the chance to cripple or clear multiple enemies. Its high penetration and splash damage make it ideal for cracking open enemy formations or delivering a decisive alpha strike. With limited availability and carrier-only rearming, pilots must choose their moment carefully.

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