Point Defence Turret
An integrated defence system found on capital ships, the Point Defence Turret is designed to protect against torpedoes, scanning fighters, and close-range interference. While not powerful enough to threaten larger ships, its rapid fire and interference capability make it a critical layer of a capital vessel’s defensive grid.
Damage & Qualities: Width in Shock+Kill (Spray 3, Interference, Scale 1)
Point Defence Turrets are autonomous gun systems mounted across the hull of a capital ship. While they lack the firepower to engage enemy ships directly, they are highly effective at disrupting enemy scans, intercepting torpedoes, and defending against low-Scale threats.
Unlike most fighter-scale weapons, the turret’s ammunition is pre-loaded with Disruptor Jacket Rounds, allowing it to interfere with incoming scans or actions through energetic field destabilisation on impact.
The effect is short-lived but highly effective when delivered en masse—a signature feature of modern defensive grid technology.
Cost:
Built-In Capital System: 10 Points per turrent.Summary
Type: Capital-Class Internal Weapon SystemDamage & Qualities: Width in Shock+Kill (Spray 3, Interference, Scale 1)
Point Defence Turrets are autonomous gun systems mounted across the hull of a capital ship. While they lack the firepower to engage enemy ships directly, they are highly effective at disrupting enemy scans, intercepting torpedoes, and defending against low-Scale threats.
Unlike most fighter-scale weapons, the turret’s ammunition is pre-loaded with Disruptor Jacket Rounds, allowing it to interfere with incoming scans or actions through energetic field destabilisation on impact.
Disruptor Jacket Rounds (Lore)
These rounds are charged with reactive filaments that emit low-frequency feedback pulses upon impact with shields or plating. Originally inspired by Shimmerfall emitter theory, they destabilise control signal harmonics and sensor lock precision, creating a momentary “flicker” in telemetry readings.The effect is short-lived but highly effective when delivered en masse—a signature feature of modern defensive grid technology.
Rules & Limitations:
- Spray 3: If not performing a multi-action, gain 3 bonus dice and may use multiple sets against clustered targets.
- Interference: During the declaration phase, the turret may target a specific enemy action (e.g., Scan, Lock-On). If its attack roll matches or exceeds the height of the opposing roll, it reduces that roll’s Width by its own Width before resolution.
- Crew 1: The turret must be manually operated by a crew member each round. Cannot act autonomously.
- Full Power Only: Must be fired at maximum Width.
- Mounted Arc Only: Can only target threats within its assigned hull arc (e.g., port, dorsal). May not fire omnidirectionally.
- Scale 1: Effective against torpedoes and fighters. Ineffective against capital ships.
- Obvious: Cannot be concealed. Tracer fire and discharge arcs are highly visible.
- Focus: Must be installed; cannot be dismounted.
- Bulky: Treated as a heavy emplacement. Not modular.
- Reduced Capacity 1: Effective range is 128 yards.
- If/Then – Requires External Power Source: Turret only functions while connected to ship systems.
- Operational Skill: Requires Weapon (Gunnery) or equivalent.
Tactical Role
- Anti-Torpedo Interception: Capable of destroying torpedoes in flight with Spray saturation.
- Fighter Disruption: Interferes with scans and actions from enemy aces attempting close approaches.
- Arc-Based Coverage: Forces attackers to consider turret placement and approach vectors.
- Line Defence Asset: Functions best as part of a coordinated defence grid with overlapping firezones.
Cost Breakdown
- Base Attack: +2 Points
- Spray 3: +3 Points
- Interference: +3 Points
- Scale 1: +1 Point
- Focus: -1 Point
- Bulky: -1 Point
- Obvious: -1 Point
- Full Power Only: -1 Point
- Operational Skill: +0 Points
- If/Then – Requires External Power Source: -1 Point
- Reduced Capacity 1 (Ranged): -1 Point
- If/Then – Mounted Arc Only: -1 Point
- Crew 1: -1 Point
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