Small Torpedo
A high-yield warhead launched at subluminal speeds, the Small Torpedo is a heavy anti-ship weapon capable of threatening capital-class targets. Though technically mountable on Scale 1 ships with the proper hardpoints, it fires a Scale 2 explosive payload, requiring coordination and risk management to use effectively.
Damage & Qualities: Width+4 in Shock+Kill (Scale 2, Penetration 6, Area 1)
The Small Torpedo is a devastating single-use explosive payload designed to damage or destroy heavily armoured ships. Although launched by a fighter, the torpedo itself is Scale 2, allowing it to deliver payloads capable of damaging capital-scale targets or crippling their subsystems.
Once launched, it travels slowly, giving opponents a chance to shoot it down before it arrives. However, if it reaches the target, the damage can be catastrophic—particularly if it strikes a subsystem like the bridge or shield generator.
Cost:
With Torpedo Mount or converted Heavy Missile Mount: 0 PointsSummary
Type: Missile-Class WeaponDamage & Qualities: Width+4 in Shock+Kill (Scale 2, Penetration 6, Area 1)
The Small Torpedo is a devastating single-use explosive payload designed to damage or destroy heavily armoured ships. Although launched by a fighter, the torpedo itself is Scale 2, allowing it to deliver payloads capable of damaging capital-scale targets or crippling their subsystems.
Once launched, it travels slowly, giving opponents a chance to shoot it down before it arrives. However, if it reaches the target, the damage can be catastrophic—particularly if it strikes a subsystem like the bridge or shield generator.
Rules & Limitations:
- Slow Delivery: Travels 100 yards per round. Cannot impact on the same turn it is fired. Minimum 1 round of travel even if within 100 yards. Attack roll is made when it arrives, not when launched.
- Targetable Payload: While in flight, the torpedo is a Scale 0 object with no defences. Any successful attack dealing 1+ damage destroys it.
- Penetration 6: Ignores the first 6 points of armour at the location it hits.
- Area 1: All targets within 10 yards take 2 Shock to each location, then 1 Killing to a random location. If the primary target's armour is reduced to 0 and damage is dealt, that armour location is destroyed.
- Exhausted: Requires full docking at a Carrier or starbase to reload.
- Obvious: Emits a visible exhaust trail and high-energy signal. Cannot be concealed.
- Focus: Must be installed in a proper mount.
- Full Power Only: Must be fired at maximum Width.
- Operational Skill: Requires Weapon (Gunnery) or equivalent.
Tactical Role
- Anti-Capital Finisher: Can heavily damage or disable cruisers, destroyers, and carriers.
- Subsystem Killer: A well-placed hit can cripple critical structures like bridges or shield generators.
- Escort-Dependent: Requires support or distractions to avoid interception.
- Precision Coordination: Needs a scan of shield frequency passed to it the round it arrives.
Cost Breakdown
- Base Attack: +2 Points
- +4 Damage: +4 Points
- Penetration 6: +6 Points
- Area 1: +1 Point
- Focus: -1 Point
- Obvious: -1 Point
- Exhausted: -3 Points
- Full Power Only: -1 Point
- Operational Skill: +0 Points
- If/Then – Requires External Power: -1 Point
- If/Then – Carrier Reload Only: -1 Point
- Slow Delivery (Custom Flaw): -3 Points
- Targetable Payload (Custom Flaw): -1 Point
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