Ship Missiles
Type | Damage | Scale | Cost | Range | Size | ROE | Notes |
Normal | 1D | intermediate | 25 | 50 km | 0.1 tonne | 10m | |
Seeker | 1D | intermediate | 35 | 50 km | 0.1 tonne | 10m | +3 to hit |
Idiot Savant | 1D | intermediate | 50 | 50 km | 0.1 tonne | 10m | 0 dice to launch, each missile has 4D to attack |
Normal | 1D | ship | 250 | 200 km | 0.5 tonne | 100m | |
Seeker | 1D | ship | 350 | 200 km | 0.5 tonne | 100m | +3 to hit |
Idiot Savant | 1D | ship | 500 | 200 km | 0.5 tonne | 100m | 0 dice to launch, each missile has 4D to attack |
Heavy | 4D | ship | 500 | 200 km | 1 tonne | 1km | |
Tenderizer | 4D | ship | 1000 | 200 km | 1 tonne | 6km | |
Tactical Nuke | 20D | ship | 5000 | 200 km | 1 tonne | 3km | |
Standard Nuke | 40D | ship | 15000 | 200 km | 2 tonne | 9km |
Suddenly, I think missiles have become a very important aspect of ship combat.
- "ROE" = Range Of Effect or "blast radius", and depending on available movement can be translated into a bonus to hit (or certainty of doom).
- "Range" for missiles is the same for fixed, aimed, and ultimate effective because of the "guided" nature of these weapons.
- "Size" for mounting is true for internal mounting. For ships not needing to be capable of hyperspace travel, missiles can be mounted externally. External mounting capability is generally 1/10th the total size of the vessel.
"Nukes" show up as glinty little sparkles of doom on etheric sensors, even as cargo. It is very hard to be stealthy with them.