Showing posts with label starship weapons. Show all posts
Showing posts with label starship weapons. Show all posts

Monday, April 22, 2013

S - Storm Autocannon


Huge recoilless cannon in gatling configuration. It costs 22450 Credits, takes 15 free space segments and has 400 km range. Each salvo uses six shells (eight if the weapon's motors are overheated). If the opponent is hit, roll 1d6 to determine how many projectiles he ate. Each projectile deals 1d4 damage, due to reduced projectile velocity.

It's possible to overheat weapon's subsystems. In this case, succesful Science skill check is required. Overheated Storm Autocannon uses 8 shells per salvo and eight-sided dice should be used to determine how many projectiles hit the target. However, if Science skill check is failed by 20% or more, weapon is damaged and needs to be repaired. If 96-00 is scored, Storm Autocannon explodes, dealing 3 damage to ship's structure and causes one immediate critical hit effect.

Wednesday, April 10, 2013

I - Immolator Missile

Heavy starship missile, designed to punch through ship's armor and explode inside it, unleashing raging inferno, capable of burning whole ships in a matter of hours.

If hit, missile causes "normal" d6 damage but in addition to it, it has chance of piercing through ship's plating and cause much more serious damage. Chance of armor piercing is based on its type and target's hull type:

Unarmored: 100%
Titanium: 90%
Ceramite: 75%
Reactive: 60%
Carbide: 45%
Ultrasteel: 25%

Hull types (and thus armor durability points) provides modifiers to armor piercing chance:

FT: +20%
LF: +20%
SF: +10%
FR: +0%
CR: -10%
CS: -20%

If armour is pierced, secondary warhead explodes inside the ship, immediately causes d4 points of structural damage. Fire burns each round, causing loss of one structure point and one critical effect per round until extinguished. Rules of fighting with fire should be prepared by a Referee and should be based on crew levels, additional equipment, ship design, morale, cargo etc etc etc.

Immolator Missiles costs about 4000 credits and may be fired only with heavy launchers. Effective range 2500 kilometers.

Thursday, April 4, 2013

D - Devastator Torpedoes


Powerful weapon for use in your Terminal Space or Bandits and Battlecruisers game.

Devastator Torpedoes are immense missiles, capable of destroying almost any target with a single hit. Their launchers are so big that they must be installed on Dreadnoughts or battle stations.

Devastator Torpedoes are equipped with own targetting systems (+10% to Weapon Systems skill) and have effective range of 25000 kilometers. High velocity of the missile causes serious problems with dodging it (-20%). Each torpedo has 20 points of carbide armor. Its fusion warhead deals 2d10x10 damage to a starship or space station and can be reprogrammed for "tremor blast", which deals only d6x10 damage to a starship or space station, but bunkers, cities or other rock/concrete installations receive 2d20x10 damage. After shooting a torpedo, reloading the launch tube requires three rounds of space combat (30 minutes).

Devastator Launcher is turret-mounted weapon system. It requires 12 crew members per launch tube. Additionally, each launch tube requires at least 3rd officer and launcher needs at least 6th level commanding officer. Launcher's turret has 86-point carbide armor, auxiliary sensors (allows shooting with -30% even if ship's bridge and/or sensors are destroyed), auxiliary power source and storage for three Devastator Torpedoes per launch tube.

Each missile costs 30000 credits, three-tube launcher cost is about 250000 credits (size 20), four-tube 350000 (size 25).

Friday, December 14, 2012

Weapon upgrades


There are several different weapon upgrades that may be installed in your starship. Each one takes up only one free space slot but each upgrade is connected to single weapon (in example, single laser collimator cannot be used with two laser cannons). Only single damage mod and single range mod per weapon can be installed.

  • Gyrostabilizers can be used with recoilless cannons and other explosive-based projectile weapons. +1 damage, 3000 Credits each.
  • Cannon accelerators increase range of projectile weapons by 25%. 2800 Credits each.
  • Magnetic stabilizers increase damage dealt by railguns by one point. 5700 Credits.
  • Laser collimators increase damage of laser weaponry by 1. 4300 Credits
  • Additional focusing crystals are increasing range of laser weapons by 20%. 3500 Credits.
  • Particle converters increase damage dealt by particle weapons by one point. 5100 Credits. 
  • Particle magnetizers increase effective range of particle weaponry by 20%. 3300 Credits.
  • Phase amplifiers can be used with any phase weaponry to add +1 do damage. 7500 Credits.
  • Additional plasma pumps increase range of plasma weapons by 25%. 7100 Credits.

Can't find any examples of particle or rail weaponry in Terminal Space? Don't worry, they will appear in Bandits & Battlecruisers!