Build:Ballistic Weapons: Difference between revisions

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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.
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.
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.
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====9.2.1.1 Firing and impact====
====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.
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"
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
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! Mount !! Short !! Medium !! Long !! Beyond Long
! Mount !! Short !! Medium !! Long !! Beyond Long
|-
|-
| Light || 0–1 || 2 || 3 || No attack
| Light || Simple || Routine || Challenging || Difficult
|-
|-
| Medium || 0–1 || 2–3 || 4 || No attack
| Medium || Routine || Routine || Difficult || Extreme
|-
|-
| Heavy || 0–2 || 3–4 || 5 || No attack
| Heavy || Routine || Challenging || Difficult || Extreme
|}
|}
''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:
On a hit, apply the listed damage using ''Spacedock''’s normal damage procedure, with these ballistic-specific modifiers:

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