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.
Without Missile Mount to attach to: 10 Points
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.
Cost:
With Missile Mount to attach to: 0 PointsWithout Missile Mount to attach to: 10 Points
Summary
Type: Fighter-Class WeaponDamage & 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
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