Starship weapon availability
4WheelSword
The original N-body Problem
- Pronouns
- It/She/They
Small Craft Weapons
Ships of below 100 tons have Firmpoints instead of Hardpoints. Ships have the following number of Firmpoints:
- 10-35 tons: 1 Firmpoint.
- 36-69 tons: 2 Firmpoints.
- 70-99 tons: 3 Firmpoints.
One Firmpoint may mount a turret with a single weapon mounted in it. Instead, a barbette may be mounted using up 3 Firmpoints.
Star Ship Weapons
Ships of 100 tons or more have Hardpoints. They have one Hardpoint per 100 tons of volume. All weapons except for two use a single Hardpoint per mounting. Super-Large bays use 5 Hardpoints per mounting, while Spinal Weapons use 1 Hardpoint per 100 tons of weapon.
Turret Mountings
The following types of Turret can be mounted on a Hardpoint except for Capital Turrets. Capital Turrets require 3 Hardpoints for a Small and 6 Hardpoints for a Large Turret.
Turret-mounted Weapons
Turrets (except for the Point Defence Mount) can mount between 1 and 3 of these weapons depending on the type of turret.
Developments to be expected at TL10-11:
- Railgun
- Plasma Gun
Point Defence Weapons
Point Defence Mounts can mount one of the following weapons. (The Trailing Frontier)
Developments to be expected at TL10-11:
- Heavy PD Laser
Barbette Weapons
Developments to be expected at TL10-11:
- Railgun
- Plasma Gun
Bay Weapons
Bay weapons can either be mounted directly into the hull as Casemates or in Capital Turrets. A Casemate mounted bay has reduced accuracy against small targets.
Developments to be expected at TL10-11:
- Orbital Strike Bays
- Meson Bay
Spinal Mount Weapons
A ship of sufficient size may mount a spinal weapon. Any ship can only mount a single such weapon. A Spinal Mount is designed by selecting a type and then increasing the size by the base size repeatedly, increasing all other stats accordingly.
Developments to be expected at TL10-11:
- Particle Beam
Ordnance - Missiles
Each ton of missiles contains twelve missiles. All missiles are considered Smart weapons unless otherwise noted.
Developments to be expected at TL10-11:
- None
Ordnance - Torpedoes
Each torpedo is 2.5 Dtons.
Developments to be expected at TL10-11:
- None
Ordnance - Canisters
Each ton of sand-caster ammunition contains twenty missiles.
Ordnance Time on Target
The following table displays the turn after firing on which a missile or torpedo will intercept its target depending on the range at which it is fired.
Ships of below 100 tons have Firmpoints instead of Hardpoints. Ships have the following number of Firmpoints:
- 10-35 tons: 1 Firmpoint.
- 36-69 tons: 2 Firmpoints.
- 70-99 tons: 3 Firmpoints.
One Firmpoint may mount a turret with a single weapon mounted in it. Instead, a barbette may be mounted using up 3 Firmpoints.
Star Ship Weapons
Ships of 100 tons or more have Hardpoints. They have one Hardpoint per 100 tons of volume. All weapons except for two use a single Hardpoint per mounting. Super-Large bays use 5 Hardpoints per mounting, while Spinal Weapons use 1 Hardpoint per 100 tons of weapon.
Turret Mountings
The following types of Turret can be mounted on a Hardpoint except for Capital Turrets. Capital Turrets require 3 Hardpoints for a Small and 6 Hardpoints for a Large Turret.
Mount | TL | Power | Tons | Cost | Notes |
---|---|---|---|---|---|
Fixed Mount | - | 0 | 0 | 0.1 | - |
Single Turret | 7 | 1 | 1 | 0.2 | - |
Double Turret | 8 | 1 | 1 | 0.5 | - |
Triple Turret | 9 | 1 | 1 | 1 | - |
Point Defence Mount | 9 | 1 | 0.5 | 0.25 | - |
Pop-up Mounting | 10 | +0 | +1 | 1 | - |
Small Capital Turret | 9 | 4 | 55 | 2 | Ship>5,000 tons |
Large Capital Turret | 9 | 6 | 110 | 5 | Ship>10,000 tons |
Turret-mounted Weapons
Turrets (except for the Point Defence Mount) can mount between 1 and 3 of these weapons depending on the type of turret.
Weapon | TL | Optimum Range | Damage | Fleet Combat | Power | Cost (MCr.) | Traits |
---|---|---|---|---|---|---|---|
Missile Rack | 6 | See Ordnance | See Ordnance | See Ordnance | 0 | 0.75 | - |
Pulse Laser | 7 | Short | 2d6 | 2/1 | 4 | 1 | -2DM to hit |
Sandcaster | 8 | Defensive | - | - | 0 | 0.25 | - |
Beam Laser | 8 | Medium | 1d6 | 1/1 | 4 | 0.5 | - |
Particle Beam | 8 | Long | 3d6 | 3/1 | 8 | 4 | Radiation |
- Railgun
- Plasma Gun
Point Defence Weapons
Point Defence Mounts can mount one of the following weapons. (The Trailing Frontier)
Weapon | TL | Optimum Range | Damage | Fleet Combat | Power | Cost (MCr.) | Traits |
---|---|---|---|---|---|---|---|
Point Defence Laser | 9 | Short | 1d3 | - | 1 | 0.25 | - |
Prototype Dual PD Laser | 9 | Short | 1d3 | - | 2 | 0.75 | - |
- Heavy PD Laser
Barbette Weapons
Weapon | TL | Optimum Range | Damage | Fleet Combat | Power | Tonnage | Cost (MCr.) | Traits |
---|---|---|---|---|---|---|---|---|
Missile Barbette | 7 | See Ordnance | See Ordnance | See Ordnance | 0 | 5 | 4 | Shots (4) |
Torpedo Barbette | 8 | See Ordnance | See Ordnance | See Ordnance | 2 | 5 | 3 | Shots (1) |
Particle Barbette | 8 | Long | 4d6 | 4/3 | 15 | 5 | 8 | Radiation |
Prototype Beam Barbette | 9 | Medium | 2d6 | 2/3 | 24 | 10 | 4.5 | - |
- Railgun
- Plasma Gun
Bay Weapons
Bay weapons can either be mounted directly into the hull as Casemates or in Capital Turrets. A Casemate mounted bay has reduced accuracy against small targets.
Weapon | TL | Optimum Range | Damage | Fleet Combat | Power | Tonnage | Cost (MCr.) | Traits |
---|---|---|---|---|---|---|---|---|
Missile Bay | 6 | See Ordnance | See Ordnance | See Ordnance | 5 | 50 | 12 | Shots (12) |
Large Missile Bay | 6 | See Ordnance | See Ordnance | See Ordnance | 10 | 100 | 24 | Shots (24) |
Torpedo Bay | 7 | See Ordnance | See Ordnance | See Ordnance | 2 | 50 | 3 | Shots (3) |
Large Torpedo Bay | 7 | See Ordnance | See Ordnance | See Ordnance | 4 | 100 | 6 | Shots (6) |
Mass Driver Bay | 8 | Short | 8d6 | - | 15 | 50 | 40 | Orbital Bombardment |
Large Mass Driver Bay | 8 | Short | 12d6 | - | 30 | 100 | 60 | Orbital Bombardment |
Particle Beam Bay | 8 | Long | 6d6 | 6/10 | 30 | 50 | 20 | Radiation |
Large Particle Beam Bay | 8 | Long | 9d6 | 9/20 | 60 | 100 | 40 | Radiation |
Prototype Railgun Bay | 9 | Short | 3d6 | 3/10 | 20 | 100 | 45 | AP 10 |
Prototype Light Mass Driver Cannon | 9 | Medium | 1d6x10 | 10/10 | 50 | 100 | 75 | AP4 |
- Orbital Strike Bays
- Meson Bay
Spinal Mount Weapons
A ship of sufficient size may mount a spinal weapon. Any ship can only mount a single such weapon. A Spinal Mount is designed by selecting a type and then increasing the size by the base size repeatedly, increasing all other stats accordingly.
Weapon | TL | Base Size | Range | Damage | Fleet Combat | Power | Max Size | Cost (MCr.) | Traits |
---|---|---|---|---|---|---|---|---|---|
Prototype Mass Driver | 9 | 5,000 tons | Short | +4d6 | - | +500 | 100,000 tons | +2,250 | AP 15, Orbital Bombardment |
Prototype Railgun | 9 | 3,500 tons | Medium | +4d6 | +4/1000 | +1,000 | 21,000 tons | +750 | AP 20 |
- Particle Beam
Ordnance - Missiles
Each ton of missiles contains twelve missiles. All missiles are considered Smart weapons unless otherwise noted.
Weapon | TL | Thrust | Damage | Fleet Combat | Cost/Ton (MCr.) | Traits |
---|---|---|---|---|---|---|
Standard | 6 | 12 | 4d6 | 4 | 0.25 | - |
Nuclear | 6 | 12 | 1d6x10 | 10 | 0.45 | Radiation |
Ortillery | 7 | 6 | 1d6x10 | - | 0.3 | Orbital Strike |
Shockwave | 7 | 12 | - | - | 0.2 | Anti-Sand |
Multi-Warhead | 8 | 12 | 2d6x3 | 3 | 0.75 | Penaid |
Long-Range | 8 | 15 | 3d6 | 3 | 0.5 | - |
Fragmentation | 9 | 15 | 3d6 | 3 | 0.2 | Anti-Squadron |
Decoy | 9 | 15 | 2d6 | 2 | 0.15 | Penaid |
- None
Ordnance - Torpedoes
Each torpedo is 2.5 Dtons.
Weapon | TL | Thrust | Damage | Fleet Combat | Cost/Torp (MCr.) | Traits |
---|---|---|---|---|---|---|
Standard | 7 | 10 | 8d6 | 8 | 0.15 | - |
Nuclear | 8 | 10 | 2d6x10 | 20 | 0.225 | Radiation |
Ortillery | 7 | 6 | 3d6x10 | - | 1 | Orbital Strike |
Multi-Warhead | 8 | 10 | 3d6x3 | 6 | 0.4 | Penaid |
Bomb-Pumped | 9 | 10 | 6d6 | 6 | 0.25 | Penaid |
Ion | 9 | 10 | - | 150 (special) | 0.23 | EMP |
- None
Ordnance - Canisters
Each ton of sand-caster ammunition contains twenty missiles.
Weapon | TL | Damage | Fleet Combat | Cost/Ton (MCr.) | Traits |
---|---|---|---|---|---|
Sand Canister | 7 | - | - | 0.025 | - |
Chaff Canister | 8 | - | - | 0.03 | -2DM to targeting |
Pebble Canister | 7 | 1 | - | 0.025 | - |
Ordnance Time on Target
The following table displays the turn after firing on which a missile or torpedo will intercept its target depending on the range at which it is fired.
Ordnance Thrust | Short Range (<12,500km) | Medium Range (<100,000km) | Long Range (<250,000km) | Very Long Range (<500,000km) | Distant Range (>500,000km) |
---|---|---|---|---|---|
Thrust 6 | 1-2 turns | 3-5 turns | 6-8 turns | 9-11 turns | 12 turns+ |
Thrust 10 | 1-2 turns | 3-4 turns | 5-6 turns | 7-8 turns | 9 turns+ |
Thrust 12 | Immediate - 1 turn | 2-3 turns | 4-5 turns | 6-7 turns | 8 turns+ |
Thrust 15 | Immediate - 1 turn | 1-3 turns | 4-5 turns | 5-6 turns | 7 turns+ |
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