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<blockquote data-quote="kronos182" data-source="post: 7554166" data-attributes="member: 6668634"><p>A few new starship weapons</p><p></p><p><strong>Tempest Missile</strong></p><p>A small rocket with no guidance system but with a fast loading mechanism, used more like a gun, able to fire multiple rockets quickly, particularly useful against slow moving and large targets. Tempest missiles can only be used in space as to save on space to allow larger magazines lack maneuvering fins and systems that allow it to be used in an atmosphere. A tempest missile launcher can hold 16 missiles.</p><p></p><p>Tempest Missile (PL 5)</p><p>Damage: 6d8</p><p>Critical: 20 x2</p><p>Damage Type: fire</p><p>Range Increment: 2500 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 25</p><p>Restriction: Res (+2)</p><p>Inaccurate - Attacks with Tempest missiles suffer -1 to attack rolls. Against targets smaller than Gargantuan size suffer a further -1 to attack rolls.</p><p>Volley Fire - The user can fire multiple Tempest missiles at once, each additional missile fired adds an additional -1 to attack roll, but increases damage by 3d8. If the attack misses due to the penalty for an additional missile (or multiple additional missiles), but would have hit normally, deals normal damage as the additional missiles miss. Up to a maximum of 5 missiles can be launched at once.</p><p></p><p><strong>Banshee Wailer</strong></p><p>A double barreled electromagnetic based weapon deals excellent damage to shielding and produces a dramatic sheering effect which quickly destroys the target ship's materials. However deals little damage to unshielded targets, thus making it most useful as an excellent first strike weapon against shielded targets. If used in an atmosphere, the pulse creates an atmospheric disturbance similar to a quasi-human screen at 140 dB, giving the weapon it's name. Unfortunately the weapon is energy intensive and slow to fire.</p><p></p><p>Banshee Wailer (PL 6)</p><p>Damage: 6d10 vs shields, 2d10 vs physical targets</p><p>Critical: 20</p><p>Damage Type: energy</p><p>Range Increment: 3000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 31</p><p>Restriction: Mil (+3)</p><p>Notes: While the target struck has shields, deals damage to the shields half damage (round down) to the target's hull, ignoring half the target's hardness. On a critical hit, deals double damage to the shield plus deals the same damage to the hull, ignoring have the target's hardness. Once the target's shields are down, only deals 2d10 energy damage to the hull.</p><p></p><p><strong>Flail</strong></p><p>A rapid-fire krypton based laser that deals little damage against physical structures, such as ship hulls, but excellent for disabling shields. An interesting side effect of the Flail is it imparts a fair amount of kinetic energy on the target, while not enough to deal much damage, it can affect a hit ship's flight, able to knock ships off course and possibly even crashing into other objects.</p><p></p><p>Flail (PL 6)</p><p>Damage: 2d8, 6d8 vs shields</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 3000 ft</p><p>Rate of Fire: S, A</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 29</p><p>Restriction: Mil (+3)</p><p>Notes: Targets struck that are smaller, or up to one size (or sub type larger) than the equipped ship must make a Pilot check DC 10 + one-half damage dealt (either shields or physical) or lose control. A failed check by 5 or more knocks the struck ship in a random directly 100 x amount failed check by over 5. So a failed check by 6 will knock the ship 100 ft off course in a random direction. Can roll 1d6 to determine direction (1 forward, 2 right, 3 backwards, 4 left, 5 up, 6 down).</p><p></p><p><strong>ML-16</strong></p><p>The Ml-16 is an energy weapon that deals fairly decent damage with a low energy consumption, allowing for more power to be diverted to other systems. Unfortunately the weapon is practically useless against shields.</p><p></p><p>ML-16 (PL6)</p><p>Damage: 7d8</p><p>Critical: 20</p><p>Damage Type: energy</p><p>Range Increment: 3500 ft</p><p>Rate of Fire: S, A</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 28 </p><p>Restriction: Res (+2)</p><p>Notes: Against shields deals only 1d8 points of damage.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7554166, member: 6668634"] A few new starship weapons [B]Tempest Missile[/B] A small rocket with no guidance system but with a fast loading mechanism, used more like a gun, able to fire multiple rockets quickly, particularly useful against slow moving and large targets. Tempest missiles can only be used in space as to save on space to allow larger magazines lack maneuvering fins and systems that allow it to be used in an atmosphere. A tempest missile launcher can hold 16 missiles. Tempest Missile (PL 5) Damage: 6d8 Critical: 20 x2 Damage Type: fire Range Increment: 2500 ft Rate of Fire: Semi Minimum Ship Size: Large Purchase DC: 25 Restriction: Res (+2) Inaccurate - Attacks with Tempest missiles suffer -1 to attack rolls. Against targets smaller than Gargantuan size suffer a further -1 to attack rolls. Volley Fire - The user can fire multiple Tempest missiles at once, each additional missile fired adds an additional -1 to attack roll, but increases damage by 3d8. If the attack misses due to the penalty for an additional missile (or multiple additional missiles), but would have hit normally, deals normal damage as the additional missiles miss. Up to a maximum of 5 missiles can be launched at once. [B]Banshee Wailer[/B] A double barreled electromagnetic based weapon deals excellent damage to shielding and produces a dramatic sheering effect which quickly destroys the target ship's materials. However deals little damage to unshielded targets, thus making it most useful as an excellent first strike weapon against shielded targets. If used in an atmosphere, the pulse creates an atmospheric disturbance similar to a quasi-human screen at 140 dB, giving the weapon it's name. Unfortunately the weapon is energy intensive and slow to fire. Banshee Wailer (PL 6) Damage: 6d10 vs shields, 2d10 vs physical targets Critical: 20 Damage Type: energy Range Increment: 3000 ft Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 31 Restriction: Mil (+3) Notes: While the target struck has shields, deals damage to the shields half damage (round down) to the target's hull, ignoring half the target's hardness. On a critical hit, deals double damage to the shield plus deals the same damage to the hull, ignoring have the target's hardness. Once the target's shields are down, only deals 2d10 energy damage to the hull. [B]Flail[/B] A rapid-fire krypton based laser that deals little damage against physical structures, such as ship hulls, but excellent for disabling shields. An interesting side effect of the Flail is it imparts a fair amount of kinetic energy on the target, while not enough to deal much damage, it can affect a hit ship's flight, able to knock ships off course and possibly even crashing into other objects. Flail (PL 6) Damage: 2d8, 6d8 vs shields Critical: 20 Damage Type: fire Range Increment: 3000 ft Rate of Fire: S, A Minimum Ship Size: Large Purchase DC: 29 Restriction: Mil (+3) Notes: Targets struck that are smaller, or up to one size (or sub type larger) than the equipped ship must make a Pilot check DC 10 + one-half damage dealt (either shields or physical) or lose control. A failed check by 5 or more knocks the struck ship in a random directly 100 x amount failed check by over 5. So a failed check by 6 will knock the ship 100 ft off course in a random direction. Can roll 1d6 to determine direction (1 forward, 2 right, 3 backwards, 4 left, 5 up, 6 down). [B]ML-16[/B] The Ml-16 is an energy weapon that deals fairly decent damage with a low energy consumption, allowing for more power to be diverted to other systems. Unfortunately the weapon is practically useless against shields. ML-16 (PL6) Damage: 7d8 Critical: 20 Damage Type: energy Range Increment: 3500 ft Rate of Fire: S, A Minimum Ship Size: Large Purchase DC: 28 Restriction: Res (+2) Notes: Against shields deals only 1d8 points of damage. [/QUOTE]
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