Spaceship Weapons

+ Standard Roll: *Attacker's REF + Relevant Weapon Skill + 1d10* vs. *DV by Range and Weapon*.
	+ If defender pilot has REF 8+ roll vs. *Defender's REF + Pilot Spaceship Skill + 1d10*.
	+ If you beat the defender's roll (defender wins in a tie), you deal damage to the defender, reduced by the target's armour.
* You can make an **Aimed Shot**. This applies a -8 to your check to aim for these special areas, but if you hit you get an additional effect on top of the damage you deal as normal.
	+ **Collateral:** Choice of deck/compartment that is hit. Anyone inside takes the full damage of the attack after SP.
	+ **Weapons:** If at least a single point of damage gets through your target's SP, the weapon is disabled.
	+ **Engine:** If at least a single point of damage gets through your target's SP, the main drive is disabled.
	+ **Sensors:** If at least a single point of damage gets through your target's SP, the sensor array is disabled.

### Properties

* **Skill:** The weapon skill to use when making rolls to attack with the weapon.
* **Cost:** The cost of the weapon in Resource Points, a combination of materials, eddies, labour, and influence.
* **Ammo:** The ammo classification of the ranged weapon, which determines what type of ammunition it uses and by extension how much damage it deals per single shot or burst fire.
* **Quality:**
	+ *Standard Quality* ranged weapons are the average weapon, with no additional benefit or disadvantages attached.
	+ *Poor Quality* ranged weapons malfunction whenever you roll a Critical Failure (a 1 on your Attack Check), requiring you to use an Action to reverse the malfunction before they can be used again. Unjamming your weapon doesn't require a Check.
	+ *Excellent Quality* melee weapons add a +1 to your Attack Check with it.
* **Damage:** The damage of a single shot or single burst fire from the weapon.
* **Features:**
	+ *Retractable.* The weapon can be retracted into the hull of the ship to conceal its profile.
	+ *Recharge (X).* The weapon takes an X number of turns after firing before it can fire again.
	+ *Exotic.* The weapon has special features beyond the usual. These are listed at the end of the table. Exotic weapons are custom-made and are incompatible with weapon attachments unless specifically allowed.

## PDCs

Point Defense Cannons (PDCs) are rapid-fire projectile weapons primarily used for close-quarter combat and anti-toirpedo defence. Standard PDCs are turreted rotary autocannons, utilizing a set of more or less six spinning barrels to spew out thousands of rounds per minute to intercept incoming ordnance. PDCs are laid out on a ship's hull to cover all angles with overlapping fields of fire, providing a "curtain of steel" to more easily and effectively take out missiles. They also utilize thrusters on their rear to counteract the recoil of the firing cannon that would otherwise knock the ship off course. Most PDCs are positioned on mechanical arms that can extend outwards from the hull of the ship to allow sufficient clearance when deployed. Some turrets can also be retracted into the hull and can extend outwards in mere seconds.

PDCs can fire in **Burst Fire** or **Sustained Fire** modes. Both modes use the same DV table and the same Skill to fire.

* When shooting **Burst Fire**, the PDC does its normal damage and uses 5% of its ammo box.
* When shooting **Sustained Fire**, the PDC does 3d6 damage multiplied by the amount you beat the DV and uses 20% of its ammo box.
* When an ammo box is depleted, the PDC cannot fire for a single turn while new ammunition cycles in.

* **XTR Weapons:** These exotic weapons mark and auto-target hostiles during combat thanks to advanced combat AI. After firing at a target once with an XTR weapon, that target is locked on. When the weapon is fired at a locked on target, the shooter rolls the Heavy Weapons Skill Check twice, using the better result.

## Flak Cannons

Flak Cannons are a heavier version of PDCs that are more specialised towards longer-range anti-torpedo defence. Instead of intercepting missiles with streams of individual rounds, Flak Cannons fire ammunition that pre-emptively explodes into a cone of metal that can shred incoming torpedoes, effectively forming a shield of shrapnel that can rapidly incapacitate fast movers. Most Flak Cannons have smaller angles of fire than PDCs, but compensate with longer ranges and heavier calibers of ammunition.

Flak Cannons can fire in **Burst Fire** or **Sustained Fire** modes. Both modes use the same DV table and the same Skill to fire.

* When shooting **Burst Fire**, the Flak Cannon does its normal damage and uses 5% of its ammo box.
* When shooting **Sustained Fire**, the Flak Cannon does 4d6 damage multiplied by the amount you beat the DV and uses 20% of its ammo box.
* When an ammo box is depleted, the Flak Cannon cannot fire for a single turn while new ammunition cycles in.

* **XTR Weapons:** These exotic weapons mark and auto-target hostiles during combat thanks to advanced combat AI. After firing at a target once with an XTR weapon, that target is locked on. When the weapon is fired at a locked on target, the shooter rolls the Heavy Weapons Skill Check twice, using the better result.

## Railguns

Railguns are large, powerful mass drivers: cannons that use electroconductive rails and the Lorentz Effect to accelerate a dense metal slug at a measurable percentage of the speed of light, relying on sheer momentum to punch clean through ships. These weapons require significant power to fire (on ships, generally supplied by a fusion drive) and must typically charge briefly before firing again. They range from light, fast-firing railguns with smaller calibers to heavier types, firing much larger slugs on a lower rate of fire. Railguns are either keel-mounted (in which case the ship must turn and face the target to aim the weapon), or on rotary platforms (in which case there is a larger field of fire).

* **XTR Weapons:** These exotic weapons mark and auto-target hostiles during combat thanks to advanced combat AI. After firing at a target once with an XTR weapon, that target is locked on. When the weapon is fired at a locked on target, the shooter rolls the Heavy Weapons Skill Check twice, using the better result.

## Torpedoes

Torpedoes are powerful self-propelled weapons with an explosive warhead designed to detonate either on contact with their target or in proximity to it. They are the standard primary armament on all warships. Torpedoes have long-range, guided delivery systems and can be fitted with conventional explosives or varying-yield nuclear warheads. They are jettisoned from the launcher, align themselves with the target, and then begin accelerating to high speeds. They have a high thrust-to-weight ratio so they can accelerate far faster than a ship, are nearly impossible to dodge, and cause devastating damage to a ship on contact, often wiping out smaller ships with a single hit.

Their ability to manoeuvre grants them a much higher effective range than railguns, even able to follow targets moving erratically. However, missiles do have a minimum range, so they are usually launched first in an engagement. This is because they have the side-effect of turning the destroyed target into a destructive field of moving debris, posing a further threat to any other ship in the immediate area including its launcher. For this reason, the use of missiles in CQB is avoided. Missiles are also vulnerable to PDCs, which can intercept them before closing to effective range, detonating them prematurely. This is countered by firing them in large numbers to overwhelm the PDCs on an enemy ship or firing on a target from multiple directions at once.

When fired, torpedoes behave like normal *Tiny (0)* spacecraft, but will fly straight towards their target at the highest speed possible. When they enter the same space as their target, they detonate, dealing damage to everything within that space.

### Properties

* **Cost:** The cost of the weapon in Resource Points, a combination of materials, eddies, labour, and influence.
* **Structural Damage Points (SDP):** How many points of damage the torpedo can take before being destroyed.
* **Max G:** The value of G at which the torpedo will approach its target. Being unmanned, the torpedo will always maintain maximum acceleration.
* **Targeting Systems (TRG):** A number used in place of STAT + Skill for the torpedo, contested against *Defender's REF + Pilot Spaceship Skill + 1d10*, when attempting to hit a target further than 500km away from the attacking ship (known as the Hammerlock range). Otherwise, the torpedo automatically hits if it reaches the target's space.
* **Evasion Systems (EVS):** A number used in place of STAT + Skill for the torpedo when trying to evade incoming physical fire.
* **Infrared Sensors (IRS):** A number used in place of STAT + Skill for the torpedo when trying to avoid IR countermeasures. If there is no IRS score, the torpedo has no IR tracking and cannot be fooled by IR countermeasures.
* **Electromagnetic Sensors (EMS):** A number used in place of STAT + Skill for the torpedo when trying to avoid EM countermeasures. If there is no EMS score, the torpedo has no EM tracking and cannot be fooled by EM countermeasures.
* **Damage:** The damage caused by the torpedo when it impacts and detonates.
* **Features:**
	+ *Nuclear.* The torpedo detonates in a 5km radius instead of the normal single hex, causing damage to anything in that area at detonation. Additionally, an engineer on any ship caught in the area must attempt to beat a DV15 Basic Tech Check. On a failure, the GM chooses 2 systems of the ship that become inoperable for 3 turns. Other torpedoes are automatically disabled in the radius unless they have the *Shielded* feature.
	+ *Shielded.* The torpedo is shielded against EMP blasts. When caught in a nuclear blast, it rolls a DV15 Skill Check using its EVS score, and is not disabled if it succeeds.
	+ *Plasma.* The torpedo ablates armour by 3 instead of 1 whenever it would ablate armour.