Swarm Missile
A missile system designed to saturate a target zone with multiple micro-warheads. Favoured for its ability to bypass point defence systems and pressure multiple vectors simultaneously.
Without Missile Mount to attach to: 10 Points
Damage & Qualities: Width+3 in Shock+Kill (Scale 1, Spray 2, Penetration 3, Ranged (Reduced Capacity 1))
The Swarm Missile fires a cluster of smaller guided warheads, designed to overwhelm defences and strike from multiple angles. Each micro-warhead carries moderate penetration, and the Spray effect allows pilots to hit a single target in several places or split damage across clustered enemies.
Unlike heavier missiles, the Swarm model relies on volume and vector saturation to overwhelm. This makes it a go-to option for flushing out agile ships, compromising light armour, or collapsing tight formations.
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, Spray 2, Penetration 3, Ranged (Reduced Capacity 1))
The Swarm Missile fires a cluster of smaller guided warheads, designed to overwhelm defences and strike from multiple angles. Each micro-warhead carries moderate penetration, and the Spray effect allows pilots to hit a single target in several places or split damage across clustered enemies.
Unlike heavier missiles, the Swarm model relies on volume and vector saturation to overwhelm. This makes it a go-to option for flushing out agile ships, compromising light armour, or collapsing tight formations.
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.
- Spray 2: If not performing a multi-action, gain 2 bonus dice. May use multiple sets to strike the same or nearby targets.
- Penetration 3: Ignores the first 3 points of armour.
- Exhausted: Requires a full combat round to reload (if possible).
- If/Then – Requires External Power Source: Must be vehicle-mounted or rig-connected to fire.
- If/Then – Carrier Reload Only: Can only be rearmed at a dedicated carrier or starbase. Fighters must dock fully to reload.
- Full Power Only: Must be fired at maximum Width.
- Obvious: Bright, noisy, and impossible to conceal.
- Operational Skill: Requires Weapon (Gunnery) or equivalent.
- Focus: Must be installed—not innate.
- Bulky: -2 dice if not mounted.
Tactical Role
- Defense Overwhelm: Bypasses point-defence by splitting impacts.
- Multi-Target Engagement: Strikes formations or clustered targets.
- Consistent Pressure: Saturates multiple locations to soften or distract.
Cost Breakdown
- Base Attack: +2 Points
- Power Quality (+3 Damage): +3 Points
- Penetration 3: +3 Points
- Spray 2: +2 Points
- 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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