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4B. Guns, tractor beams and gravity well projectors
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4B.1 Determine Range
A weapon's range depends upon whether it is being used in an
atmosphere or in space; these numbers are rough ranges and may
be modified for specific weapon types.
Always use the Space Range when the formula asks for Max Range!
Space Range:
Weapon Type Capital-scale Starfighter-scale
Turbolaser : 3-15/35/75 ---------
Laser Cannon : --------- 1-3/12/25
Blaster Cannon : --------- 1-5/10/17
Auto-Blaster : --------- 1-8/25/40
Ion Cannon : 1-10/25/50 1-3/7/36
Particle Beamer : 1-10/25/50 ---------
Disruptor Cannon : ---------- 0-1/2/4
Pulse-Wave Cannon : ---------- 1-2/7/12
Mass Driver : 2-15/45/90 1-2/8/15
Slug-Throwers : --------- See chapter 4B.8
Tractor Beam Projector : 1-5/15/30 ---------
Gravity Well Projector : 1-5/75/150 ---------
To get range from orbit; multiply Space Range with two.
To get range in atmosphere; divide Space Range with ten.
Both of these ranges are in kilometers.
In order to determine ranges for weapons with other ranges than
the listed ones; take the new max space range, divide it with
the old one and you got a factor which sets the other ranges.
Example: A standard turbolaser has space range 3-15/35/75.
The new turbolaser has a maximum range of 60. 60/75
= 0.8. This gives the new range as 3x0.8, 15x0.8,
35x0.8, 75x0.8 or 2.4 = 2, 12, 28, 60 or 2-12/28/60.
4B.2 Select laser cannons
Laser cannons consists of three types; blaster, laser and
turbolaser. They are all based on the same principle but the
term blaster implies a small, light laser cannon while turbo-
laser is a heavy laser cannon with lower fire rate but with
higher damage compared to a laser cannon.
Upper scale-limit for blasters and laser cannons is starfighter
scale, while turbolasers are mostly made in capital scale and
seldom in starfighter scale.
Mass: Damage, in pips x SM x (Max Range / 25) / 20
Power: Damage, in pips x SM x (Max Range / 25) x 100
Cost: Damage, in pips x SM x (Max Range / 25) x 175
4B.3 Select Ion Cannons
Ion Cannons fires high-energy ionized particles which wreak
havoc with the sophisticated electronics and controls of a
starship. Shields do not protect against ion weapons.
This type of weapon is made in starfighter or capital scale.
Mass: Damage, in pips x SM x (Max Range / 36) / 30
Power: Damage, in pips x SM x (Max Range / 36) x 80
Cost: Damage, in pips x SM x (Max Range / 36) x 150
4B.4 Select Particle Beamers
Particle Beamers fires particles accelerated to near-light
speed which do physical damage when hitting.
This is an older type of weapon and is in common usage only
on the frontier or in isolated regions. Ray/Energy shielding
does not protect against attacks made by Particle Beamers but
all types of Particle Shields do. Upper scale-limit is capital
scale.
Mass: Damage, in pips x SM x (Max Range / 50) / 5
Power: Damage, in pips x SM x (Max Range / 50) x 90
Cost: Damage, in pips x SM x (Max Range / 50) x 125
4B.5 Select Disruptor Cannons
Disruptors are not very common weapons. They interrupt the
molecular bonds of matter and shatter objects by using a
specially modulated energy beam.
Mass: Damage, in pips x SM x (Max Range / 4) / 10
Power: Damage, in pips x SM x (Max Range / 4) x 100
Cost: Damage, in pips x SM x (Max Range / 4) x 300
4B.6 Select Pulse-Wave Cannons
Pulse-Wave cannons are an ancient type of weapon which fire
spherical spatial disruptions that disperse as the travel
forward
Mass: Damage, in pips x SM x (Max Range / 12) / 20
Power: Damage, in pips x SM x (Max Range / 12) x 50
Cost: Damage, in pips x SM x (Max Range / 12) x 75
4B.7 Select Mass Drivers
Mass Drivers are projectile armaments for starships. They
differ from most energy weapons in that they have a limited
ammunition supply. Ray/Energy shielding does not protect
against attacks made by Mass Drivers but all types of Particle
Shields do. Upper scale-limit is capital scale.
Mass: Damage, in pips x SM x (Max Range / 15) / 100
Magazine Mass: Number of bursts x 0.01
Power: Damage, in pips x SM x (Max Range / 15) x 100
Cost: Damage, in pips x SM x (Max Range / 15) x 100
Magazine Cost: Number of bursts x 0.1
4B.8 Select Slug-Throwers
Slug-Throwers are among the oldest type of weapons still in
limited use. Its value in space is questionable but it is
highly appreciated when used as a light-weight rapid-fire,
short-range atmospheric weapon. Its space range is max 1,
while its atmospheric range is 20-100/200/300 meters.
Use the maximum value of the atmospheric range (in meters) as
Max Range in the calculations below.
Mass: Damage, in pips x SM x (Max Range / 300) / 50
Magazine Mass: Number of bursts x 0.001
Cost: Damage, in pips x SM x (Max Range / 300) x 50
Magazine Cost: Number of bursts x 0.01
4B.9 Select Tractor Beam Projectors
Tractor Beam Projectors are capable of capturing and holding
ships in mid-flight. They make no damage but can be used to
limit the movement of the targeted ship. Upper scale-limit is
Capital scale.
Mass: Damage, in pips x SM x (Max Range / 30) x 2.5
Power: Damage, in pips x SM x (Max Range / 30) x 200
Cost: Damage, in pips x SM x (Max Range / 30 ) x 150
4B.10 Select Gravity Well Projectors
The gravity well projector works on a simple principle. When
focused, it sends out waves of energy that disrupt mass lines
in space, thereby simulating the presence of a large stellar
body such as an asteriod or planetoid. The presence of so much
mass prevents ships in the area from engaging their hyperdrives,
and it also drops ships already in hyperspace back into real-
space.
Mass: 25000 x (Max Range / 150)
Power: 50000 x (Max Range / 150)
Cost: 10000 x (Max Range / 150)
Drawbacks: Every Gravity Well projector in operation gives
-1D to the maneuverability and -1 to the operating
ship's move. These effects are cumulative.
4B.11 Select Point-Defense Weapons
Point-Defense Weapons are last-ditch defense against missiles
and torpedoes. Due to the low amount of time available for
proper response, only droid brains are capable of crewing these
types of weapons.
* Anti-Missile Missile (AMM)
AMM mounts fires swarms of anti-missiles against enemy missiles.
Turret Mass: ( Number of Missiles on Turret / 20 + 2 ) x 2
Magazine Mass: Number of Missiles / 10
Cost: Number of Missiles x 1000 + 100 x ( FC, in pips )^2
Scale: Starfighter
Fire Control; Anti-missile mode: As previously bought
Anti-ship mode : ( Fire Control, in pips x 2 ) D
Space Range; Anti-missile mode: 0-5/-/-
Anti-ship mode : 1-5/10/15
Damage; Anti-missile mode: Kills missiles
Anti-ship mode : 1D
Anti-missile mode: Roll Fire Control, add fire-link bonuses
depending upon the number of anti-missiles fired. The number
you get is the number of missiles shot down, but it cannot be
higher than the number of anti-missiles launched.
Anti-ship mode: Use normal starship combat rules.
* Anti-Missile Gun (AMG)
AMG mounts uses a rapid-fire blaster cannon to shot down
missiles. The important factor here is the Fire Control rating.
Turret Mass: Fire Control, in pips / 2
Cost: 200 x ( Fire Control, in pips )^2
Scale: Starfighter
Fire Control; Anti-missile mode: As previously bought
Anti-ship mode : ( Fire Control, in pips x 2 ) D
Space Range; Anti-missile mode: 0-5/-/-
Anti-ship mode : 1-5/10/15
Damage; Anti-missile mode: Kills missiles
Anti-ship mode : ( Fire Control, in pips ) D
Anti-missile mode: Roll Fire Control, the number you get is the
maximum amount of missiles shot down.
Anti-ship mode: Use normal starship combat rules.
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