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4A. Armament Rules
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4A.1 Determine what type of weapon you want
The type of weapon is vital for the mission profile of the ship.
In chapter 4B you can see examples on how to calculate varying
sorts of guns, tractor beams and gravity well projectors, while
chapter 4C introduces missiles, torpedos, rockets and bombs.
4A.2 Select Type of Weapon Mount
There are five types of Weapon Mounts for any given starship
weapon. These are Fixed, Turret, Battery, Internal Weapon Bay
and Pylon. All can be made retractable (not internal weapon bay)
and/or concealed.
* A Fixed Mount is like the X-wings cannons, capable of firing
in one fire arc only.
* Turret Mounts are capable of firing in either 360 degrees,
down to one fire arc only.
* A Battery is composed of several turrets and/or fixed mounts
which can be slaved to one central fire director. The main
advantage is that they receive the combined action bonuses
automatically, and do not need to make any Command rolls.
* Internal Weapon Bays (also known as bomb bays) can be used
to carry bombs, rockets, missiles and other types of ordnance
or equipment.
* Pylons are external hardpoints for carrying weapons, equip-
ment etc, on the surface of a starship.
The pylon can carry all types of missiles, torpedos, rockets
and bombs without any modification, but energy/projectile
weapons and other types of equipment must be installed in
pods, see chapter 4A.5 for details.
The maximum amount of payload a ship can carry externally on
pylons is: Mass Limit x 0.2.
You choose type of weapon, calculate mass, power and cost and
insert the result into the type of Weapon mount you want below.
Fixed Mass: Number of Weapons x Weapon Mass
Power: Number of Weapons x Weapon Power
Cost: Number of Weapons x Weapon Cost
Turret Mass: Number of Weapons x Weapon Mass x 2 + 0.5
Power: Number of Weapons x Weapon Power
Cost: Number of Weapons x Weapon Cost x 2
Battery Cost: Number of Weapon Mounts x 100
Bomb Bay Mass: Mass to be carried in bay, in tons x 1.1
Cost: Mass to be carried in bay, in tons x 100
Pylon Mass: Mass of external Payload, in tons / 20
Cost: Mass of external Payload, in tons x 100
All of the Weapon Mounts can also be made retractable (not bomb
bay) and/or concealed.
Retractable Weapon Mount Mass x 2 1)
Cost x 1.25
Concealed Weapon Mount mass x 2.1 2)
Cost x 2
1) Retractable Weapon Mount:
Requires a Difficult Perception roll to locate, but
a scanner will detect it immediately.
Internal Weapon Bays cannot be made retractable.
2) Concealed Weapon Mount:
Requires a Very Difficult Perception roll to locate
with the naked eye, a scanner will find it on a Moderate
Perception roll.
4A.3 Determine Number of Gunners
The Number of Gunners manning a weapon mount determines the
Gunnery Factor (GF) used in calculating the cost of the Fire
Control.
GF: ( Damage of Weapon, in pips x SM )^2 / Number of Gunners
4A.4 Select Fire Control
Fire Control helps to target the weapons, and in most cases add
a bonus to the gunner's skill.
Fire Control must be bought separately for each weapon mount.
Cost: GF x ( Fire Control, in pips + 1 )
4A.5 Select Pods
A pod protects the equipment installed inside from the enviro-
ment and provides it with power from either the ship's own
reactor or in-built batteries .
Determine what type of payload (weapons, equipment etc) that
you want to carry in a pod, calculate mass, power (if relevant)
and cost as listed for the payload from the formulas in the
SCS. Insert result into the table's below:
Mass: Mass of Payload x 1.01
Power: Power demand of Payload (if relevant) 1)
Cost: Cost of Payload x 1.05
1) Power demand of payload is hooked into the original power
grid of the starship. See chapter 6
If you want the pod to be able to carry its own power source,
add the following to the pod's mass and cost:
Mass: Amount of Power of system to be carried in pod/ 30000
Cost: Amount of Power of system to be carried in pod x 5
Example: A standard starfighter-scale laser cannon with 2D
damage has a power demand of 600 Power Units for
each shot.
This gives a mass of 600/20000 = 0.02 tons to be
added to the mass of the pod. If you want to be able
to fire more than once, multiply the number of shots
with the mass, i.e. 10 shots gives a total mass of
10 x 0.02 = 0.2 ton.
4A.6 Select Mine Warfare Equipment
* Mine Ejector
Allows the vessel to eject mines carried internally.
Mass: 0.1 ton for each ton of mines to be ejected.
Cost: 1500 x Each ton of mines to be ejected
Example: A two ton mine must have a Mine Ejector with the mass
0.2 ton, the cost becomes 2 x 1500 = 3000.
* Mine Girdle
A Mine Girdle allows the vessel to carry externally mounted
mines and deploy them whenever wanted. The girdle can be
jettisoned in flight if necessary. Note that smaller types of
mines can be carried by pylons.
Mass: Number of tons of mines to be carried x 0.1
Cost: Number of tons of mines to be carried x 100
4A.7 Determine Combined Action Damage Bonus
To calculate damage for additional guns in a single Weapon Mount
or to a number of guns or missiles who are fire-linked, you use
the combined action bonuses for damage increases as follows:
(Note: Do not add any bonus to fire control)
* Revised Combined Action Bonus Table
Number of Weapons Bonus to
in Hardpoint Damage
1 0 1)
2 +1D
3 +1D+1 1)
4 +2D
5 +2D+1 1)
6 +3D
7 +3D 1)
8 +3D+1 1)
9 +3D+2 1)
10 +4D
12 +4D+1 1)
15 +5D
25 +6D
40 +7D
60 +8D
100 +9D
150 +10D
250 +11D
400 +12D
600 +13D
1000 +14D
1500 +15D
1) Denotes homemade changes made to the original Combined
Action Bonus Table found on page 69 in 2nd ed. rulebook.
Examples:
* You want to install two guns with 4D damage in a turret.
The new combined damage is 4D + 1D = 5D.
* By firelinking three missiles with a damage rating of 7D,
you get a new combined damage of 7D + 1D+1 = 8D+1.
Calculating in reverse:
* An X-wing has four single fire-linked guns with a combined
damage of 6D, but they are really four guns with 4D damage
each when fired separately. (Four guns gives +2D to damage)
* A Class 720 Ghtroc Freighter has one turret mounted double
laser cannon with damage 4D.
Using the Combined Bonus Action Table shows that two guns
adds +1D to damage. This means that these guns have a rating
of 3D when fired separately.
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