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Limited Ammo
Limited Ammo
See Skill: Gunnery
Missile Launchers
Name | Dmg. | Crit | Range | Sil. Req. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|
p. 230~271 | |||||||
Missile Launcher | * | * | *** | 3-10 | (R) 7500 | 5 | Limited Ammo 3 |
HG-DC p. 60 | |||||||
Missile Pack | * | * | *** | 4-10 | (R) 10000 | 5 | Limited Ammo 2* |
Mini-Missile Pack | * | * | *** | 3-10 | (R) 7000 | 5 | Limited Ammo 2* |
Mini-Missile Tube | * | * | *** | 2-10 | (R) 700 | 4 | Limited Ammo 1 |
Missile Launcher
Concussion missiles are primarily anti-fighter weapons, used to quickly deal crippling damage to starfighters and patrol boats, although they perform well against larger targets as well.
A newly purchased Missile Launcher is loaded with a clip of 3 Concussion Missiles.
Missile Pack
Standard Missile Packs may be mounted to vehicles of Silhouette 4 or greater. Mini-Missile variants may be mounted to a vehicle of Silhouette 3 or greater.
The Missile Pack is a self-contained missile battery that holds ten missiles designed to fire as a group or cluster. The Missile Pack fires half of its payload at a time.
The Arakyd Missile Pack typically faces a specific firing arc, selected at the time of installation. A turret-mounted variation requires an additional Hard Point.
The listed price does not include ammunition.
Missile Pack Use
Once this is installed, it becomes a weapon using the profile of the missiles loaded (these can be Concussion Missiles, the specialized rockets and missiles in the table below, or other missiles that the GM agrees on).
The weapon has the Limited Ammo 2 quality (representing the two halves of the pack), but reloading each half requires five missiles.
When using this weapon, add to all combat checks.
Each adds 2 damage to the total.
Modification Options
- 1 Change the Fire Arc to "All" Mod.
Mini-Missile Tube
The Mini-Missile Tube may be installed on any non-starship vehicle of Silhouette size 2 or greater.
The Mini-Missile Tube is a single-shot compact missile launcher designed for use on smaller vehicles, such as speeder bikes, landspeeders and smaller airspeeders.
The tube faces a single firing arc, though a turret mount is also available.
Missile Pack Effects
Once this is installed, it becomes a weapon using the profile of the missiles loaded (these can be concussion missiles, the specialized rockets and missiles in the table below, or other missiles that the GM agrees on).
The weapon always has the Limited Ammo 1 quality.
Modification Options
- 1 Change the Fire Arc to "All" Mod.
Missiles and Rockets
Name | Dmg. | Crit | Range | Price | Rarity | Special |
---|---|---|---|---|---|---|
Concussion Missile | 6 | 3 | Short | (R) 500 | 5 | Blast 4, Breach 4, Guided 3, Limited Ammo 1, Slow-Firing 1 |
Concussion Missile (mini) | 4 | 4 | Short | 400 | 5 | Blast 2, Breach 2, Guided 3, Slow-Firing 1 |
Decoy Missile | - | - | Short | 400 | 6 | Slow-Firing 1 |
Jammer Missile | - | - | Short | 300 | 6 | Guided 4, Slow-Firing 1 |
Jammer Missile (mini) | - | - | Close | 400 | 6 | Guided 4, Slow-Firing 1 |
Unguided Rocket | 5 | 3 | Short | 300 | 4 | Blast 3, Breach 3, Slow-Firing 1 |
Unguided Rocket (mini) | 3 | 4 | Close | 250 | 4 | Blast 1, Breach 2, Slow-Firing 1 |
Mini-Missile and Mini-Rocket
A scaled-down missile for use in the Mini-Missile tube and packs mounted to vehicles of Silhouette 2 or 3.
Concussion Missile
Concussion Missiles are primarily anti-fighter weapons, used to quickly deal crippling damage to starfighters and patrol boats, although they perform well against larger targets as well.
Decoy Missile
This Decoy missile, once launched, broadcasts an electromagnetic signature that draws off enemy missiles.
To fire a Decoy, make an Easy () Computers check.
If successful, any attacks against the ship firing the Decoy using weapons with the Guided quality upgrade their difficulty by one (plus an additional upgrade for every additional ) while the decoy is active (one round per ).
If a weapon with the Guided quality misses the target ship but generates or , they hit the Decoy instead; ending the effect.
Jammer Missile
This countermeasure follows but does not attempt to impact the target vehicle. Instead, it fires a jamming beam at the vehicle.
If the initial combat check is successful, the missile follows the target at close range for one round per . The missile adds to the target's Gunnery, Piloting, and Computers checks (when the pilot is scanning with sensors).
The missile's limited fuel means it self-destructs after 3 Rounds.
The missile can be shot down, but it has a Silhouette of 1. Any damage destroys it.
Unguided Rocket
A cheap, simple rocket with minimal guidance and stabilization systems. They are installed more often on vehicles than starships.
Attackers add a to their Gunnery skill checks when using Unguided Rockets.
Torpedo Launchers
Name | Dmg. | Crit | Range | Sil. Req. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|
p. 230~271 | |||||||
Torpedo Launcher | * | * | *** | 3-10 | (R) 9000 | 7 | Limited Ammo 3 |
Torpedoes
Name | Dmg. | Crit | Range | Price | Rarity | Special |
---|---|---|---|---|---|---|
Proton Torpedo | 8 | 2 | Short | (R) 750 | 7 | Blast 6, Breach 6, Guided 2, Limited Ammo 1, Slow-Firing 1 |
Proton Torpedo
p. 229
Proton Torpedoes are designed to damage and destroy large vessels like bulk transports and capital ships. They allow small ships like starfighters and patrol boats to punch well above their weight.
Minelayers
Name | Dmg. | Crit | Range | Sil. Req. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|
BH-ND p. 64 | |||||||
Minelayer | * | * | *** | 3-10* | (R) 4000 | 6 | Limited Ammo (varies)* |
Minelayer
This attachment can be installed on any starship. Minelayers require 2 Hard Points.
Minelayers carry an amount of mines equal to the vehicle's Silhouette.
Minelayer Use
Minelayers and Mines are operated using Mechanics Skill checks.
As an Action, a character piloting or operating the weapons on a ship equipped with a Minelayer may make an Average () Mechanics check to deploy one Mine anywhere within Close range.
Modification Options
- 1 Increase deployable range to Medium range Mod.
- 3 Increase Mine capacity by 1 Mods.
Space Mines
Name | Dmg. | Crit | Range | Price | Rarity | Special |
---|---|---|---|---|---|---|
Concussion Mine | 12 | 3 | Short | (R) 500 | 5 | Blast 8, Breach 4, Limited Ammo 1 |
Connor Net | 20 | 4 | Short | (R) 1200 | 7 | Ion, Limited Ammo 1 |
Firecracker Mine | 1 | - | Short | (R) 400 | 4 | Blast 8, Limited Ammo 1 |
Gravity Mine | 2 | 6 | Short | (R) 1000 | 7 | Limited Ammo 1 |
Ion Mine | 12 | 4 | Short | (R) 600 | 5 | Blast 8, Ion, Limited Ammo 1 |
Seeker Mine | 16 | 3 | Short | (R) 1300 | 7 | Blast 4, Breach 2, Vicious 2, Limited Ammo 1 |
About Space Mines
After being deployed, a Space Mine enters passive mode at Close range of the ship that deployed it.
The next time another vessel moves within Close range, the Mine attempts to detonate on the ship. The character piloting that ship must make a Hard () Piloting (Space) check to avoid being struck by the mine.
If they fail the check, the ship suffers damage equal to the Base Damage of the Mine, plus 1 damage per on the check. The character who set the Mine may spend from this check as if it were on a combat check to activate the Mine's Critical Rating and Qualities.
Concussion Mine
BH-ND p. 65
(see table)
Connor Net
BH-ND p. 65
Designed to envelop and Ionize a single ship.
Firecracker Mine
BH-ND p. 65
Deployed in groups, Firecracker Mines emit intense bursts of light, noise, and radiation when they explode. This suppresses sensors and comms of any ship within range, making these Mines excellent for offensive and defensive purposes.
When a vessel is struck by a Firecracker Mine. each of its crew and occupants suffers the Disoriented condition for 3 Rounds.
Gravity Mine
BH-ND p. 65
Gravity Mines are another non-lethal type of mine designed to interfere with a ship's systems rather than destroy it.
When they detonate, Gravity Mines release a powerful localized gravitic field bubble out to Long range. Ships cannot enter hyperspace until they use the required Maneuvers to travel beyond the bubble.
Ion Mine
BH-ND p. 65
Ion mines use a powerful Ion warhead to disable a ship rather than outright destroy it.
Seeker Mine
BH-ND p. 65
When a ship enters their sensor range, Seeker Mines activate and pursue their target.
If the pilot of a ship targeted by a Seeker Mine succeeds on the Piloting (Space) check, the character who set the mine may spend from the check to force the pilot to repeat that check with the difficulty reduced by 1, to a minimum of Simple (—), at the beginning of their next turn, with the standard consequences for failure.