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.

 

Cost:

With Torpedo Mount or converted Heavy Missile Mount: 0 Points

 

Summary

Type: Missile-Class Weapon
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.
 

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
Final Cost per Regular Die: 1 Point
 

Space Combat Adaptation

The Small Torpedo allows fighter-scale craft to meaningfully participate in capital-ship engagements. It is a tactical equaliser that can cripple vital systems or finish damaged vessels, but doing so requires timing, support, and courage. Its slow approach and visible trajectory make it vulnerable to interception, but if allowed to reach its target, the results can be devastating. Commanders often use decoys, jammers, or flanking fire to draw away defenders and give the torpedo a clear path.

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