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STAR WARS

Chapter 4A - Armament Rules

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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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