Build:Ballistic Weapons: Difference between revisions
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* '''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. | * '''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:''' | * '''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. | * '''Armor:''' Apply armor normally after determining whether the shot reaches the hull. Do not grant rail guns inherent armor penetration. | ||
Revision as of 10:34, 4 October 2026
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.
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.
- Targeting: Use the ship’s TA/T/T bonus.
| 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
Use the ordinary starship weapon attack procedure. A rail-gun shot is a separate attack, including each shot from a light gun.
| Mount | Short | Medium | Long | Beyond Long |
|---|---|---|---|---|
| Light | 0–1 | 2 | 3 | No attack |
| Medium | 0–1 | 2–3 | 4 | No attack |
| Heavy | 0–2 | 3–4 | 5 | No attack |
At long range, apply a −2 penalty to the attack test in addition to the game’s usual range effects. That deliberately keeps an unguided projectile from becoming a cheap substitute for a guided torpedo.
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.