Limited Ammo



See Skill: Gunnery


Missile Launchers

NameDmg.CritRangeSil. Req.PriceRaritySpecial
p. 230~271
Missile Launcher*****3-10(R) 75005Limited Ammo 3
HG-DC p. 60
Missile Pack*****4-10(R) 100005Limited Ammo 2*
Mini-Missile Pack*****3-10(R) 70005Limited Ammo 2*
Mini-Missile Tube*****2-10(R) 7004Limited 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

NameDmg.CritRangePriceRaritySpecial
Concussion Missile63Short(R) 5005Blast 4, Breach 4, Guided 3, Limited Ammo 1, Slow-Firing 1
Concussion Missile (mini)44Short4005Blast 2, Breach 2, Guided 3, Slow-Firing 1
Decoy Missile--Short4006Slow-Firing 1
Jammer Missile--Short3006Guided 4, Slow-Firing 1
Jammer Missile (mini)--Close4006Guided 4, Slow-Firing 1
Unguided Rocket53Short3004Blast 3, Breach 3, Slow-Firing 1
Unguided Rocket (mini)34Close2504Blast 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

NameDmg.CritRangeSil. Req.PriceRaritySpecial
p. 230~271
Torpedo Launcher*****3-10(R) 90007Limited Ammo 3

Torpedoes

NameDmg.CritRangePriceRaritySpecial
Proton Torpedo82Short(R) 7507Blast 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

NameDmg.CritRangeSil. Req.PriceRaritySpecial
BH-ND p. 64
Minelayer*****3-10*(R) 40006Limited 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

NameDmg.CritRangePriceRaritySpecial
Concussion Mine123Short(R) 5005Blast 8, Breach 4, Limited Ammo 1
Connor Net204Short(R) 12007Ion, Limited Ammo 1
Firecracker Mine1-Short(R) 4004Blast 8, Limited Ammo 1
Gravity Mine26Short(R) 10007Limited Ammo 1
Ion Mine124Short(R) 6005Blast 8, Ion, Limited Ammo 1
Seeker Mine163Short(R) 13007Blast 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.