Build:Ballistic Weapons: Difference between revisions

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Created page with "==9.2 Ballistic Weapons== To construct a ballistic weapon, a ship must buy four things: the type of weapon itself, which determines its projectile and launching mechanism; the weapon’s targeting system; its arc of fire; and the firing modes it can use. Ammunition storage must be purchased separately. Railguns are one available type of ballistic weapon. Each ballistic weapon type has its own range, specified in its weapon entry. Ballistic projectiles follow an unguided..."
 
 
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==9.2 Ballistic Weapons==
==9.2 Ballistic Weapons==
To construct a ballistic weapon, a ship must buy four things: the type of weapon itself, which determines its projectile and launching mechanism; the weapon’s targeting system; its arc of fire; and the firing modes it can use. Ammunition storage must be purchased separately. Railguns are one available type of ballistic weapon.
To construct a ballistic weapon, a ship must have three things: the type of weapon itself (and the quantity installed), which determines its projectile and launching mechanism; the ship's targeting system; and its arc of fire. Ammunition storage must be purchased separately.


Each ballistic weapon type has its own range, specified in its weapon entry. Ballistic projectiles follow an unguided trajectory after firing unless the weapon’s description states otherwise. For every 100 kilometers beyond the weapon’s Long range, increase the Difficulty to hit the target by +10%. A ship may purchase improved ballistic fire control to negate this penalty at a cost of 3 SUs per +10% penalty negated, to a maximum of +30% negated for 9 SUs. This improvement extends effective targeting range; it does not increase the projectile’s maximum physical range.
Each ballistic weapon type has its own range, specified in its weapon entry. Ballistic projectiles follow a direct unguided trajectory after firing unless the weapon’s description states otherwise. For every 100 kilometers beyond the weapon’s Long range, increase the Difficulty to hit the target by +10%. A ship may purchase improved ballistic fire control to negate this penalty at a cost of 3 SUs per +10% penalty negated, to a maximum of +30% negated for 9 SUs. This improvement extends effective targeting range; it does not increase the projectile’s maximum physical range.
 
===9.2.1 Railguns===
'''Cost:''' Varies (see table)<br>
'''Power Requirement:''' Varies (see table)
 
Buy each barrel as a separate emplacement. Its listed SU includes the accelerator, feed mechanism, and local fire-control hardware; it does not include ammunition or a shipwide targeting system.
 
Power is only used when firing, not for every round in which the weapon sits ready. A light gun firing twice pays 4 Power and expends two rounds. A heavy gun cannot fire in consecutive rounds, even if extra Power is available.
 
* '''Magazine:''' 1 SU holds 20 light rounds, 10 medium rounds, or 5 heavy rounds. Specify the ammunition type when purchasing the magazine; mixed magazines split capacity proportionally.
 
* '''Reloading:''' A magazine feeds only its designated emplacement unless you buy a shared feed system for +2 SU per additional gun served.
 
* '''Mounting:''' A wider-arc turret costs +50% launcher SU, rounded up, and doubles the listed arc to a maximum of 120°. This does not improve range or accuracy.
 
* '''Targeting:''' Use the ship’s [[Build:Threat Assessment/Tracking/Targeting System|TA/T/T bonus]].
 
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Table 9.2.2: Railguns table'''
|-
! Mount
! Launcher SU
! Power per shot
! Damage per hit
! Shots per round
! Nominal firing arc
|-
| Light rail gun
| 4
| 2
| 4
| 2
| 60°
|-
| Medium rail gun
| 8
| 4
| 8
| 1
| 45°
|-
| Heavy rail gun
| 14
| 8
| 12
| 1 every 2 rounds
| 30°
|}
 
====9.2.1.1 Firing and impact====
Apply the following [[Skills#Skill_Test|Crew Skill Test difficulty]] for each attack by a railgun. Each railgun shot is a separate attack, including each shot from a light gun when fired twice per round. The more massive shells have lower muzzle velocities; a longer flight time makes an unguided shot more vulnerable to unexpected target motion.
 
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Table 9.2.2: Railgun Range Bands table'''
|-
! Mount !! Short !! Medium !! Long !! Beyond Long
|-
| Light || Simple || Routine || Challenging || Difficult
|-
| Medium || Routine || Routine || Difficult || Extreme
|-
| Heavy || Routine || Challenging || Difficult || Extreme
|}
 
On a hit, apply the listed damage using ''Spacedock''’s normal damage procedure, with these ballistic-specific modifiers:
 
* '''Unshielded target:''' Full damage. If the hit penetrates the hull under your normal damage rules, apply the usual internal-damage/critical procedure; do not award a free critical merely because the weapon is ballistic.
 
* '''Shielded target:''' Quarter damage, rounded up, against the shield. No damage passes through an intact shield unless another rule explicitly allows it.
 
* '''Armor:''' Apply armor normally after determining whether the shot reaches the hull. Do not grant rail guns inherent armor penetration.


==Construction Rules Index==
==Construction Rules Index==
* [[Construction Rules|Back to the Table of Contents]]
* [[Construction Rules|Back to the Table of Contents]]
* [[Build: Tactical Systems|Back to Chapter 9.0: Tactical Systems]]
* [[Build: Tactical Systems|Back to Chapter 9.0: Tactical Systems]]
* [[Build:Beam Weapons|On to Beam Weapons]]
* [[Build: Beam Weapons|On to Beam Weapons]]




[[Category: Build|{{PAGENAME}}]]
[[Category: Build|{{PAGENAME}}]]
:[[Category: Build (Tactical Systems)|{{PAGENAME}}]]
:[[Category: Build (Tactical Systems)|{{PAGENAME}}]]

Latest revision as of 10:59, 4 October 2026

9.2 Ballistic Weapons

To construct a ballistic weapon, a ship must have three things: the type of weapon itself (and the quantity installed), which determines its projectile and launching mechanism; the ship's targeting system; and its arc of fire. Ammunition storage must be purchased separately.

Each ballistic weapon type has its own range, specified in its weapon entry. Ballistic projectiles follow a direct unguided trajectory after firing unless the weapon’s description states otherwise. For every 100 kilometers beyond the weapon’s Long range, increase the Difficulty to hit the target by +10%. A ship may purchase improved ballistic fire control to negate this penalty at a cost of 3 SUs per +10% penalty negated, to a maximum of +30% negated for 9 SUs. This improvement extends effective targeting range; it does not increase the projectile’s maximum physical range.

9.2.1 Railguns

Cost: Varies (see table)
Power Requirement: Varies (see table)

Buy each barrel as a separate emplacement. Its listed SU includes the accelerator, feed mechanism, and local fire-control hardware; it does not include ammunition or a shipwide targeting system.

Power is only used when firing, not for every round in which the weapon sits ready. A light gun firing twice pays 4 Power and expends two rounds. A heavy gun cannot fire in consecutive rounds, even if extra Power is available.

  • Magazine: 1 SU holds 20 light rounds, 10 medium rounds, or 5 heavy rounds. Specify the ammunition type when purchasing the magazine; mixed magazines split capacity proportionally.
  • Reloading: A magazine feeds only its designated emplacement unless you buy a shared feed system for +2 SU per additional gun served.
  • Mounting: A wider-arc turret costs +50% launcher SU, rounded up, and doubles the listed arc to a maximum of 120°. This does not improve range or accuracy.
Table 9.2.2: Railguns table
Mount Launcher SU Power per shot Damage per hit Shots per round Nominal firing arc
Light rail gun 4 2 4 2 60°
Medium rail gun 8 4 8 1 45°
Heavy rail gun 14 8 12 1 every 2 rounds 30°

9.2.1.1 Firing and impact

Apply the following Crew Skill Test difficulty for each attack by a railgun. Each railgun shot is a separate attack, including each shot from a light gun when fired twice per round. The more massive shells have lower muzzle velocities; a longer flight time makes an unguided shot more vulnerable to unexpected target motion.

Table 9.2.2: Railgun Range Bands table
Mount Short Medium Long Beyond Long
Light Simple Routine Challenging Difficult
Medium Routine Routine Difficult Extreme
Heavy Routine Challenging Difficult Extreme

On a hit, apply the listed damage using Spacedock’s normal damage procedure, with these ballistic-specific modifiers:

  • Unshielded target: Full damage. If the hit penetrates the hull under your normal damage rules, apply the usual internal-damage/critical procedure; do not award a free critical merely because the weapon is ballistic.
  • Shielded target: Quarter damage, rounded up, against the shield. No damage passes through an intact shield unless another rule explicitly allows it.
  • Armor: Apply armor normally after determining whether the shot reaches the hull. Do not grant rail guns inherent armor penetration.

Construction Rules Index