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Saga Edition RPG Omnibus

Starship Weapon Systems

Revision as of 02:22, 3 April 2024 by Tenor1411 (talk | contribs) (Created page with "{{shipmodmenu}} <div style="margin-top: 1.5em;> <p class="single nomargin">Most starships carry at least one or two weapons, for defense against pirates and asteroids if nothing else. Every weapon is required to have an arms load-out permit, but as long as a civilian ship isn’t bristling with proton torpedo launchers, very few officials care to check such things. Similarly, no matter what documentation you have, a vessel outfitted with heavy turbolasers is viewed...")
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Most starships carry at least one or two weapons, for defense against pirates and asteroids if nothing else. Every weapon is required to have an arms load-out permit, but as long as a civilian ship isn’t bristling with proton torpedo launchers, very few officials care to check such things. Similarly, no matter what documentation you have, a vessel outfitted with heavy turbolasers is viewed with suspicion unless it belongs to a well-known ally.

     Several common (and some not-so-common) weapon systems are detailed below. Note that the damage given for these weapons is typical, not absolute, and naming conventions are far from universal. It’s impossible to detail every weapon system for very manufacturer throughout every era. These values are representative, and a Gamemaster is free to modify them as they desire.

Weapon Systems
Weapon Damage Emplacement
Points
Availability Cost
Autoblaster +0 Restricted ×2     
Blaster cannon, light 3d10×2 1 Licensed 1,200     
Blaster cannon, medium 4d10×2 1 Restricted 2,500     
Blaster cannon, heavy 5d10×2 2 Military 5,500     
Cannon, double +1d10 +0 Licensed ×3     
Cannon, quad +2d10 +1 Restricted ×5     
Cannon enhancements +1d10 +1 Military ×2     
Cannon enhancements, advanced +2d10 +2 Military ×5     
Concussion missile, light 7d10×2 0 Military 500     
Concussion missile, medium 9d10×2 0 Military 750     
Concussion missile, heavy1 9d10×5 0 Military 2,000     
Concussion missile launcher, light 2 Military 2,000     
Concussion missile launcher, medium 5 Military 3,500     
Concussion missile launcher, heavy1 20 Military 30,000     
Docking gun By weapon 1 Licensed +1,000     
Droid jammer Special 1 Licensed 8,000     
Fire-linked weapon, 2 +1d10 +1 Licensed ×2     
Fire-linked weapon, 4 +2d10 +2 Restricted ×4     
Fire-linked weapon, optional Special +0 Licensed +1,000     
Gravity well projector1 Special 5 Military 50,000     
Ion bomb 5d10 ion Military 1,000     
Ion bomb rack 1 Military 500     
Ion cannon, light 3d10×2 ion 1 Licensed 2,000     
Ion cannon, medium 5d10×2 ion 2 Restricted 3,000     
Ion cannon, heavy1 3d10×5 ion 5 Military 6,000     
Ion cannon, Hapan triple1 5d10×5 ion 3 Illegal 12,000     
Laser cannon, light 3d10×2 1 Licensed 1,500     
Laser cannon, medium 4d10×2 1 Restricted 4,000     
Laser cannon, heavy 5d10×2 2 Military 6,000     
Point-defense weapon1 0 Restricted +4,000     
Proton torpedo 9d10×2 0 Military 800     
Proton torpedo launcher 1 Military 2,500     
Shieldbuster torpedo 10d10×2 0 Military 1,000     
Shieldbuster torpedo launcher 3 Military 10,000     
Space mine, standard 7d10×2 0 Military 1,000     
Space mine, advanced 9d10×2 0 Military 5,000     
Space mine, heavy 6d10×5 0 Military 5,000     
Space mine launcher 2 Military 5,000     
Space mine launcher, heavy1 4 Military 5,000     
Tractor beam Special 10 Licensed 10,000     
Turbolaser, light1 3d10×5 2 Military 5,000     
Turbolaser, medium1 5d10×5 5 Licensed 10,000     
Turbolaser, heavy1 73d10×5 10 Military 20,000     
1 Colossal (frigate) or larger ships only

Autoblaster

     Starships of the Galaxy, page 44.

Blaster cannons can be designed with a higher cyclic firing rate so long as they have sufficient cooling systems to keep the firing elements from overheating. Only single-mounted blaster are generally made into autoblasters, however.

Blaster Cannons

     Starships of the Galaxy, page 44.

Blasters are more commonly found on airspeeders and ground vehicles than on starships, but they are frequently mounted on starfighters. Blasters are somewhat less expensive than lasers, but they have a more limited range.

Cannon, Double/Quad

     Starships of the Galaxy, page 44.

Double and quad versions of blasters, lasers, ion cannons, and turbolasers are available, creating reciprocating multibarrel weapons. A double or quad cannon has the given availability or the availability of its base weapon, whichever is more restrictive.

     Autofire: Double or quad blaster cannons, laser cannons, light ion cannons, and light turbolasers can fire normally or in autofire mode, with a swift action required to switch between the two.

     Triple Cannons: Some starships also carry triple cannons. These are functionally identical to double cannons, using three cannons (with slightly less power individually) instead of two standard cannons.

Cannon Enhancements

     Starships of the Galaxy, page 45.

It’s possible to boost the damage output of a blaster, a laser (but not a turbolaser), or an ion cannon with a series of modifications designed to increase power draw and the cohesion of energy bolts. Enhanced power cyclers, high-volume gas feeds, and larger energization crystals (coupled with enhanced or redundant cooling packs and compressors) create multistage laser weapons that have significantly more stopping power. Advanced cannon enhancements are also available, but they are substantially more expensive.

     Because these modifications create a multistage laser, such weapons are sometimes referred to as turbolasers, but they are substantially weaker than the larger weapons mounted on capital ships.

Concussion Missiles

     Starships of the Galaxy, page 45.

A concussion missile carries a warhead containing a compact energy pack. When one explodes, it gives off a powerful concussive blast that disrupts delicate instruments and equipment, causing shock and blast damage to more durable targets. Because of their bulk, concussion missiles are generally preferred to space transports and capital ships. All concussion missiles have a 4-square splash radius.

     Armor-Piercing Concussion Missiles: Although all concussion missiles are designed for heavily armored targets, some are optimized for this role; however, these warheads require a more precise shot to detonate properly. such missiles have penetration 10 (ignoring the first 10 points of DR or SR) but cause a −5 penalty on attack rolls with the weapon.

     Launchers: The ammunition capacity of a concussion missile launcher is determined by its size: light, 6; medium, 16; heavy, 30.Additional capacity can be added, increasing the cost by 20% for each additional missile (up to a maximum of double capacity).

Docking Guns

     Starships of the Galaxy, page 45.

Smugglers and pirates often add character-scale weapons to fighters and freighters, in order to allow them to open fire while docked without risking blowing up an entire docking facility. Any character-scale ranged weapon can be added as a docking gun, though repeating blaster rifles and heavy blaster rifles are most common. Docking guns count as heavy weapons once installed (regardless of their original weapon category). They draw power from the ship, operating as long as the ship has power, instead of requiring power packs.

     The idea has occasionally been used on military vessels—adding heavy guns to docking bays to assist in efforts to offload troops onto a battlefield, for example.

     The cost of a docking gun is for the mount only—the gun itself is bought normally. Docking guns have no effect on starship-scale combat.

Droid Jammer

     Starships of the Galaxy, page 45.

Toward the end of the Clone Wars, many ships were outfitted with specialized jamming equipment keyed to affect droid sensors and avionics. When the jammers are employed, attacks from the starship gain a +2 equipment bonus to hit automated craft, such as the droid starfighters and tri-fighters employed by the Trade Federation. The jammers affect only droid-controlled spacecraft within a 5-square radius.

Fire-Linked Weapons

     Starships of the Galaxy, page 45.

Weapons of any type that deal damage can be fire-linked to increase their output, using up more space than a double or quad weapon but costing less. (Fire-linked turbolasers are often described as “batteries,” but this is not the same thing as a weapon battery in game terms.) With every attack, fire-linked missiles and torpedoes consume a number of shots of ammunition equal to the number of fire-linked launchers. A fire-linked weapon has the given availability or the availability of its base weapon, whichever is more restrictive.

     Autofire: Fire-linked blaster cannons, laser cannons, light ion cannons, and light turbolasers can fire normally or in autofire mode, with a swift action required to switch between the two.

     Optional Fire Link: Some fire-linked weapons, such as missiles and torpedoes, are designed to have their link deactivated to conserve ammunition. The link can be turned on or off as a swift action, and the extra damage and ammunition consumption applies only when the link is activated.

Gravity Well Projectors

     Starships of the Galaxy, page 45.

Gravity well projectors are unique weapons in that they do not deal damage but instead produce a special effect. Projecting a gravity well is treated like firing a weapon in an area attack; the gravity well operator must choose a 4×4-square (starship-scale) area within the generator’s range and make an attack roll against a Reflex Defense of 10. If successful, the gravity well projector creates a hyperspace interdiction field in those target squares. Any starship that starts its turn in a square covered by a hyperspace interdiction field may not activate its hyperdrive on that turn.

     Gravity well projectors can only be mounted on Colossal or larger starships and their range is limited to point blank range only: 0-1,500 squares character scale or 0-10 squares starship scale.

Ion Bombs

     Starships of the Galaxy, page 45.

Ion bombs are primitive, fin-stabilized weapons used to knock out electronics and droid targets on the surface of a world. Because of their primitive fin-stabilized guidance system, the bombs are useable only in an atmosphere, and attacks with them take a −5 penalty. Ion bombs may target a square directly beneath the ship that deploys them. On impact, they create a strong ion field that deals 5d10 points of ion damage within a 10-square radius. Ion bomb racks can hold up to four ion bombs.

Ion Cannons

     Starships of the Galaxy, page 46.

Ion Cannons are generally viewed as defensive armament, but they are quite common on pirate and military vessels. Ion cannons deal ion damage, as detailed in the Saga Edition core rulebook. Of starship-mounted ion cannons, all but the smallest don’ have a cyclic rate of fire high enough to allow autofire, even when mounted in double, quad, or fire-linked configurations.

     Hapan Triple Ion Cannon: The Hapan triple ion cannon is a special capital ship weapon that acts like a point-defense weapon (using point-defense ranges and taking no penalty for attacking ships smaller than Colossal size). It is also capable of autofire mode, but it may not make starship-scare area attacks. Until the New Jedi Order era, Hapan triple cannons are illegal outside the Hapan Consortium, and the Hapans do not sell them to outsiders.

Laser Cannons

     Starships of the Galaxy, page 46.

Laser cannons are the most common starship weapons, carried by starfighters and space transports as primary armament and capital ships as point-defense weapons. They generally have a better range than blaster cannons, but they are somewhat more expensive.

Point-Defense Weapons

     Starships of the Galaxy, page 46.

Normally, only blaster cannons, laser cannons, and light ion cannons can be point-defense weapons. Modifying a weapon to be a point-defense weapon costs 4,000 credits per weapon but has n emplacement point requirement (other than what is required to mount the weapon itself). A point-defense weapon takes no penalty for attacking targets of smaller than Colossal size.

Proton Torpedoes

     Starships of the Galaxy, page 46.

Proton torpedoes use a proton-scattering warhead that essentially causes a miniature nuclear explosion on the target’s surface. Because of their small size and compact launcher, the are preferred for starfighters and other relatively small vessels. All proton torpedoes have a 4-square splash radius.

     Launchers: A standard proton torpedo launcher holds three torpedoes. Additional capacity may be added, increasing the cost by 25% for each additional torpedo (up to a maximum of sixteen torpedoes).

Shieldbuster Torpedoes

     Starships of the Galaxy, page 46.

These are plasma-based torpedo weapons that create bursts of radiation specifically designed to overwhelm a vehicles’s shields. The T-33 used b K-wings is typical of weapons of this type. Against anything but shields, shieldbusters deal half damage. If an attack from a shieldbuster torpedo exceeds a target’s SR, the target loses 10 points from its SR (rather than the normal 5). Shields damaged in this way can be recharged normally.

     Launchers: A standard shieldbuster torpedo launcher holds four torpedoes. Additional capacity may be added, increasing the cost by 25% for each additional torpedo (up to a maximum of eight torpedoes).

Shieldbuster Torpedo ranges
Scale (in squares) Point Blank Short Medium Long
Character 0-450 451-900 901-2,250 2,251-4,000
Starship 0-3 4-6 7-15 16-30

Space Mines

     Starships of the Galaxy, page 46.

A space mine can be deployed as a swift action at any point along a starship’s movement path. Whenever any ship enters a square in which a space mine was deployed, the mine detonates and makes an area attack against the Reflex Defense of all ships in that square. On a hit, it deals full damage to the target; on a miss, it deals only half damage. It is also possible for mines to be designed not to be detonated by ships with specific IFF codes (to allow defenders to fly freely pass them) or to be command-detonated (requiring a gunner to detonate them as a standard action, often after readying an action.

     A space mine has a Stealth bonus of +5 (including size modifiers), which sets the DC to notice the space mine. Whenever a starship is about to enter the same square as a space mine, the pilot can make a Perception check as a reaction to notice the mine and choose a different square to move into instead. If the ship has a system operator, the system operator may make a Use Computer check as a reaction as well, using the ship’s sensors to detect the mine.

     A typical space mine has a +5 attack bonus an deals 7d10×2 points of damage. An advanced space mine has a +10 attack bonus and deals 9d10×2 points of damage. A heavy space mine has +5 attack bonus and deals 6d10×5 points of damage; however, like all capital ship weapons, it takes a −20 penalty on attack rolls against targets of smaller than Colossal size.

     Mine Launcher: All mine launchers hold six mines. Additional capacity ma be added, increasing the cost by 25% per each additional min (up to a maximum of twelve mines).

Tractor Beam

     Starships of the Galaxy, page 46.

Massive devices that require enormous outlays of energy to operate, tractor beams are generally found only on capital ships and stations. Tractor beams are considered nonstandard modifications for space transports and starfighters, making such intstallations almost impossible for all but the best engineers. The rules for tractor beams are detailed in the Saga Edition core rulebook.

Turbolasers

     Starships of the Galaxy, page 48.

Turbolasers are capital ship weapons designed to use the immense power necessary to blast through the dense armor and shielding of other large targets. The use the turbine generators to build the necessary energy, storing it in a capacitor bank until it is discharged. The barrels of turbolasers require substantial cooling to survive the enormous energy involved, so many are designed to recoil into a cryogenic “sleeve” immediately after firing. Because of this longer firing sequence, all but the smallest turbolasers are incapable of autofire even when mounted in double, quad, or fire-linked configurations.