Build:Missile Weapons: Difference between revisions

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The standard ranges for most torpedoes are 15 / 300,000 / 1,000,000 / 3,500,000. However, recent advances by Star Fleet (and perhaps other powers) have increased the fuel tank size of the individual torpedo, extending the range of the missile to 15 / 350,000 / 1,500,000 / 4,050,000. (See individual ship descriptions for which type of torpedo is carried; switching from one to the other, or from one type of torpedo to another, does not change the SU cost of torpedoes or launchers). For every 1,000 kilometers beyond Long range, increase the Difficulty to hit the target by +10%.
The standard ranges for most torpedoes are 15 / 300,000 / 1,000,000 / 3,500,000. However, recent advances by Star Fleet (and perhaps other powers) have increased the fuel tank size of the individual torpedo, extending the range of the missile to 15 / 350,000 / 1,500,000 / 4,050,000. (See individual ship descriptions for which type of torpedo is carried; switching from one to the other, or from one type of torpedo to another, does not change the SU cost of torpedoes or launchers). For every 1,000 kilometers beyond Long range, increase the Difficulty to hit the target by +10%.


To determine the Accuracy of a torpedo launcher, buy a Torpedo Targeting System (see table). This is the same as an Auto-Phaser Interlock or Disruptor Targeting System (depending upon what type of beam weapons the ship uses) in terms of SU cost and effect, and applies to a single torpedo launcher. Torpedo launchers must also buy a 541+ degree firing arc (5 SUs), to reflect the self-guided nature of torpedoes.
To determine the Accuracy of a torpedo launcher, buy a '''Torpedo Targeting System''' (see table). This is the same as an Auto-Phaser Interlock or Disruptor Targeting System (depending upon what type of beam weapons the ship uses) in terms of SU cost and effect, and applies to a single torpedo launcher. Torpedo launchers must also buy a 541+ degree firing arc (5 SUs), to reflect the self-guided nature of torpedoes.


===Table===
===Table===
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===9.6.2 Nuclear Missiles===
===9.6.2 Nuclear Missiles===
'''Cost:''' 6 SUs for launching tube; 4 missiles/torpedoes per 1 SU storage <br>
'''Cost:''' 6 SUs for launching tube; 4 missiles per 1 SU storage <br>
'''Power Requirement:''' <span style="background-color: yellow;">5 Power per torpedo fired; 1 per missile</span><br>
'''Power Requirement:''' <span style="background-color: yellow;">1 Power per torpedo fired</span><br>
'''Available:''' [[2016]]
'''Available:''' [[2016]]


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===9.6.3 Spatial Torpedoes===
===9.6.3 Spatial Torpedoes===
'''Cost:''' 5 SUs for launching tube; 6 missiles per 1 SU storage <br>
'''Cost:''' 5 SUs for launching tube; 6 missiles per 1 SU storage <br>
'''Power Requirement:''' <span style="background-color: yellow;">''5 Power per torpedo fired''</span><br>
'''Power Requirement:''' <span style="background-color: yellow;">''1 Power per torpedo fired''</span><br>
'''Available:''' [[2111]]
'''Available:''' [[2111]]



Latest revision as of 07:31, 9 October 2026

9.6 Missile Weapons

In addition to beam weapons, most ships carry at least one missile weapon—the torpedo launcher. Though many different types of torpedoes, such as photon, plasma, quantum, and gravimetric, are used, the launchers themselves are basically the same from one ship or species to another. They typically consist of tubes about 30 meters long made of tritanium, sarium farnide, and similar materials. Sequential field induction coils and launch assist gas generators provide the power to fire the torpedo.

One important difference between different types of torpedo launchers is the spread they can fire, meaning the number of torpedoes a launcher can fire in one round (either one at a time, or via one or more Multifire bursts). Most launchers are limited to one to five torpedoes in a spread; advanced models can fire spreads of up to 10 or more torpedoes or more. (As of 2376, the maximum spread is 12.)

In the TOS era, it requires two rounds, not one, for the crew to load a full spread of torpedoes into a torpedo launcher for firing. Thus, if a ship fires a full spread of torpedoes from a launcher, the crew spends two rounds reloading the launcher, and the ship can fire it again on the third round after it first fired.

More rules regarding standard and specific torpedo use follows in the Torpedo entry.

The standard Star Fleet torpedo launcher—the type used to launch Type II photon torpedoes or Mark I quantum torpedoes—costs a base of 5 SUs, plus its Spread divided by 2 (round down). Thus, a launcher with a Spread of 10 costs 10 SUs; one with a Spread of 1 costs 5 SUs; one with a Spread of 7 costs 8 SUs. Each use of a launcher costs a number of Power equal to 20 + (5 per torpedo fired).

Old-style chemical and nuclear missiles use different launcher technology and are listed separately.

For high-yield torpedoes, such as the Type VI photon torpedo, a special type of launcher is required (the normal launcher cannot fire them at the high-yield level). It costs a base of 10 SUs, plus its Spread. Thus, a launcher to fire ten Type VI torpedoes costs 20 SUs. The Power cost is the same as for the basic launcher. An advanced launcher can fire torpedoes with normal yields, such as Type II photon torpedoes, and probes without difficulty.

The standard ranges for most torpedoes are 15 / 300,000 / 1,000,000 / 3,500,000. However, recent advances by Star Fleet (and perhaps other powers) have increased the fuel tank size of the individual torpedo, extending the range of the missile to 15 / 350,000 / 1,500,000 / 4,050,000. (See individual ship descriptions for which type of torpedo is carried; switching from one to the other, or from one type of torpedo to another, does not change the SU cost of torpedoes or launchers). For every 1,000 kilometers beyond Long range, increase the Difficulty to hit the target by +10%.

To determine the Accuracy of a torpedo launcher, buy a Torpedo Targeting System (see table). This is the same as an Auto-Phaser Interlock or Disruptor Targeting System (depending upon what type of beam weapons the ship uses) in terms of SU cost and effect, and applies to a single torpedo launcher. Torpedo launchers must also buy a 541+ degree firing arc (5 SUs), to reflect the self-guided nature of torpedoes.

Table

Table 9.6:
Torpedo Targeting Systems
Targeting System SU Accuracy Year
Basic 1 58 / 42 / 17 / - -
Class Zero 1 72 / 58 / 28 / 3 2258
Class Alpha 2 83 / 72 / 42 / 8 2261
Class Beta 3 92 / 83 / 72 / 17 2267
Class Gamma 4 97 / 92 / 72 / 28 2294

9.6.1 Chemical Missiles

Cost: 5 SUs for launching tube; 10 missiles per 1 SU storage
Power Requirement: 3 Power per missile fired

Some less advanced races use missiles armed with chemical explosives, such as the merculite missiles fired by the Talarians. While this type of missile can vary tremendously, most have a range of 1 / 100 / 500 / 2000, a general Accuracy of 58 / 42 / 17 / -, and do anywhere from 50-100 points of damage depending on size. They can be Multifired.

9.6.2 Nuclear Missiles

Cost: 6 SUs for launching tube; 4 missiles per 1 SU storage
Power Requirement: 1 Power per torpedo fired
Available: 2016

Humans, and most other starfaring species with aggressive tendencies, replace chemical rockets with fission and/or fusion rockets as soon as they find it technologically feasible to do so. For Humans, this time came early, in 2016. Initially the intention was to use nuclear rockets primarily to clear debris, smash open asteroids, destroy obstacles, and defend ships. However, they quickly became weapons of war when mankind needed them for that purpose.

The accompanying table describes the different types of nuclear rockets available for ships during the pre-First Contact era. Although nearly as powerful as the early photon torpedoes (see below), they have a much shorter range. Ships may Multifire nuclear rockets. They may fire them into atmospheres without difficulty. They generally have an Accuracy of 58 / 42 / 17 / -.

Table

Table 9.6.2:
Nuclear Missiles
Type Range Damage Year
Mark I 5 / 75 / 350 / 1,500 100 2016
Mark II 5 / 100 / 500 / 2,000 120 2020
Mark III 5 / 150 / 750 / 3,000 120 2043
Mark IV 5 / 200 / 1,000 / 5,000 135 2051
Mark V 6 / 300 / 2,500 / 8,000 150 2060

9.6.3 Spatial Torpedoes

Cost: 5 SUs for launching tube; 6 missiles per 1 SU storage
Power Requirement: 1 Power per torpedo fired
Available: 2111

During the early 22nd century, a new missile weapon is developed. Smaller in size and several magnitudes safer to deploy than nuclear missiles, the spatial torpedo is also capable of being fired at warp speeds. Miniature warp sustainers allow the torpedo to continue to cruise towards its intended target. The weapon system uses a new plastic explosive compound (antimatter in 2148, thereafter referred to as "photonic torpedoes") that has the same equivalent explosive capability of nuclear missiles with none of the messy radiation after-effects. They generally have an Accuracy of 58 / 42 / 17 / -. (Note: Use of antimatter added as game-canon, per Guide: Trent.)

Table

Table 9.6.3:
Spatial Torpedoes
Type Damage Range Year
Mark I 100 5 / 75 / 350 / 1,500 2111
Mark II 120 5 / 100 / 500 / 2,000 2125
Mark III 150 5 / 150 / 750 / 3,000 2148
Mark IV 175 5 / 200 / 1,000 / 5,000 2160

9.6.4 Romulan Plasma Torpedoes

Cost: 10 for advanced launchers; see table for storage
Power Requirement: 1 Power per 10 points of damage

The primary Romulan missile weapon is the plasma torpedo (though the Star Navy also uses standard photon torpedoes in many situations). Plasma torpedoes use a trilithium isotope to produce extremely powerful explosions. However, their effectiveness depends on the distance to the target—the further they travel, the more power they lose.

A plasma torpedo moves at the rate of 1,200,000 kilometers per round (roughly equal to 0.8 c), with a full-power range of 30,000 km (1 MU) (only 10,000 km for RPT-6 and above). For every MU (0r 0.33 MU for RPT-6 and above) beyond that, subtract 6 points of damage. (Thus, if a ship can run far and fast enough, it can reach the point where a plasma torpedo impacts its shields harmlessly.) A ship cannot Multifire plasma torpedoes; it may only fire one per torpedo per round (independent of how many launchers are installed), and each firing constitutes a separate action. However, Romulan plasma torpedo launchers usually have Spreads in excess of 1, even though they can only fire one plasma torpedo at a time. This allows the crew to use a launcher to fire spreads of photon or singularity torpedoes if desired.

Plasma torpedoes require advanced launchers. All plasma torpedoes count as high-yield torpedoes.

Table

Table 9.6.4:
Romulan Plasma Torpedoes
Type Damage Storage SU per
5 torpedoes
Year
RPT-1 600 1.5 2239
RPT-2 675 1.5 2260
RPT-3 750 2.0 2287
RPT-4 825 2.0 2315
RPT-5 900 2.5 2348
RPT-6 1,000 2.5 2359
RPT-7 1,100 2.5 2375
RPT-8 1,200 3.0 2377
RPT-9 1,500 3.5 in development

9.6.5 Photon/Quantum Torpedoes

Cost: 5 + (Spread/2, rounded down) for basic launchers; 10 + Spread for advanced launchers; 0.5 SU per 5 torpedoes storage
Power Requirement: 20 + (5 Power per torpedo fired)
Available: 2215

Basic Torpedo Rules
Torpedoes are typically loaded automatically by a ship’s Tactical Situation Coordinator (TSC) and fired by commands issued at the Tactical station on the bridge or battle bridge. In the event of an invasion of the ship or disabling of the primary torpedo launch protocols, any Command, Security, Operations, or Flight Control officer on the ship can lock out the standard launch protocols by activating the auxiliary protocols.

In the event all launch protocols fail or the automatic firing equipment is damaged, torpedoes can be launched manually using the standard rules. If the normal manual controls are disabled for any reason, a crewmember can manually launch the torpedoes from the tube itself, but will suffer 4+4d6 damage from plasma burns.

Once a torpedo launcher has fired its complete Spread of torpedoes, it requires one round for the TSC to reload it with another full Spread (this does not require an action or Test by any character). Reloading a partial load also requires one round, during which the launcher may not fire. Until an empty launcher has been reloaded, it cannot fire.

Example: The USS S’jonross has a launcher with Spread 10. If it fires all 10 torpedoes in one round, it cannot use that launcher again until it’s been reloaded. Reloading it with a full 10 torpedoes takes one round. If it fired five torpedoes in one round, it could fire the other five (singly or at once, as it chose) in later rounds. If the Tactical Officer decided to reload the launcher to bring it up to full capacity, it would take one round to load the five new torpedoes, and during that round the ship could not fire the launcher.

If a ship wishes to switch a launcher’s load from one type of torpedo to another, it must either fire all torpedoes currently loaded in that launcher and then reload it with another type, or spend one round unloading the launcher and reloading it with the new torpedoes.

Tables

Table 9.6.5a:
Photon Torpedoes
Type Damage Advanced
Launcher?1
Atmosphere?2 Year
Type I 160 No No 2215
Type II 200 No No 2271
Type III 230 No No 2327
Type VI 500 Yes Yes 2345
Type VII 350 Yes No 2345
Type VIII 300 Yes No 2345
Type IX 250 No No 2352
Type X 400 Yes Yes 2354
Note 1: Indicates this high-yield torpedo needs an advanced launcher, in order to be used effectively.
Note 2: Indicates that this torpedo may be fired at a surface target through the atmosphere, without difficulty.
Table 9.6.5b:
Quantum Torpedoes
Type Damage Advanced Launcher?1 Atmosphere?2 Year
Type I 400 No No 2371
Type II 450 Yes No 2372
Type III 500 Yes No 2374
Type IV 600 Yes No n/a3
Type V 800 Yes No n/a3
Note 1: Indicates this high-yield torpedo needs an advanced launcher, in order to be used effectively.
Note 2: Indicates that this torpedo may be fired at a surface target through the atmosphere, without difficulty.
Note 3: Not yet in production, due to design phase.

Ships have to carry a sufficient load of torpedo casings and parts so that they have enough “ammunition” to meet any challenge they might face. Every 5 torpedoes occupy 0.5 SU of storage space. Probes, which are also launched from torpedo launchers, are usually stored with torpedoes; any one probe is equivalent to any one torpedo in terms of the SUs required to store it (thus, a batch of 15 torpedoes and five different probes takes 2 SU of storage space). While mass for SUs do vary from class to class, the difference is assumed to be in the makeup of the storage spaces (machinery, shelves, maintenance areas, etc.). Note: chemical and nuclear missiles are stored with differently sized spaces.

9.6.6 Romulan Singularity Torpedo

Cost: 5 + (Spread/2, rounded down) for basic launchers; 10 + Spread for advanced launchers; 0.5 SU per 5 torpedoes storage
Power Requirement: 20 + (5 Power per torpedo fired)
Available: 2373

The singularity torpedo is the Romulan equivalent of Star Fleet’s quantum torpedo, and has been a part of the Romulan arsenal since it was first introduced aboard the Vereleus class dreadnought in 2373. In game terms, it functions virtually identically to, and has the same ratings and effects in game terms as, a Star Fleet quantum torpedo.

Table

Table 9.6.6a:
Romulan Singularity Torpedo
Type Damage AdvancedLauncher?1 Atmosphere?2 Year
G-I 350 No No 2373
G-II 400 No No 2375
G-III 450 Yes No 2376
G-IV 500 Yes No 2378
G-V 600 Yes No n/a3
G-VI 800 Yes No n/a3
Note 1: Indicates this high-yield torpedo needs an advanced launcher, in order to be used effectively.
Note 2: Indicates that this torpedo may be fired at a surface target through the atmosphere, without difficulty.
Note 3: Not yet in production, due to design phase.

9.6.7 Stratospheric Torpedoes

Cost: 5 + (Spread/2, rounded down) for basic launchers; 10 + Spread for advanced launchers; 0.5 SU per 5 torpedoes storage
Power Requirement: 20 + (5 Power per torpedo fired)
Available: 2345

Ordinary photon torpedoes and other missiles cannot be used for planetary bombardment, because they break apart without properly exploding as they attempt to enter an atmosphere. (Once a ship is inside an atmosphere, it can use torpedoes at targets without suffering this problem.) A stratospheric torpedo, on the other hand, is designed to explode inside a planet's atmosphere. This allows chemical, biogenic, or similar weapons to be used against the planet or its population.

Stratospheric torpedoes do not count as high-yield torpedoes; they can be launched from regular launchers. They are represented by the Type VI and X photon torpedoes (above).

9.6.8 Tricobalt Devices

Cost: 10 for advanced launchers; 2 SUs per device storage
Power Requirement: 5 Power to fire
Available: 2360

These powerful photon torpedo-like weapons are carried by a few Star Fleet vessels. Not generally considered a weapon of war, the tricobalt device is used to destroy derelict space stations or eradicate all life (such as a viral infestation) at the impact point. The devices are highly explosive and radioactive, similar to the older style nuclear weapons, but the lingering radiation remains just as active as when first detonated, lasting from hours to weeks, depending upon the yield. Once the period expires, the area remains will be clear of radiation. Under certain conditions, they are capable of producing disruptions in subspace.

A tricobalt device can only be launched from a high-yield torpedo launcher. It has a range of 5 / 350,000 / 1,500,000 / 4,050,000 and uses the launcher’s targeting systems to determine its Accuracy.

Tricobalt devices must be prepared before firing. Preparing one takes one minute and a Routine Crew Skill Test; for every 19 points by which the Test Result exceeds the Crew Skill level, reduce the preparation time by 10 seconds (to a minimum preparation time of 20 seconds). Failure indicates the officer must spend another minute and try again; Dramatic Failure causes the device to explode prior to launch and do its full damage to the ship. Tricobalt devices are not stored while prepared due to their volatile nature; typically a ship fires them as soon as they’re prepared. For every minute (or fraction thereof) beyond one round which a ship keeps a prepared tricobalt device without firing it, the Narrator should roll 1d100. On a 01-03, the device explodes, doing its full damage to the ship.

A tricobalt device does 750 points of damage. Tricobalt devices cannot be Multifired.

9.6.9 Gravimetric Torpedoes

Cost: Same as Type II Photon Torpedo
Power Requirement: 20 + (5 Power per torpedo fired)
Available: 2370

Gravimetric torpedoes are advanced Star Fleet missile weapons whose explosions create intense gravimetric fields, tearing targets apart through the strain as much as the detonation. They do the same damage as Type II photon torpedoes, but deflector shields provide only half Protection when used against them. On the other hand, the ship’s SIF applies to reduce the damage.

Gravimetric torpedoes count as high-yield torpedoes, and thus require a special launcher and are subject to other restrictions.


Construction Rules Index