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Missile Ammo

From FuturePath

This is a page dedicated to Missile Ammo for Spaceships. To learn more about Space Ship Weapons and Equipment go here and to learn more about Space Ships themselves go here.

Short Ranged Missiles

  • Description: These missiles have a bonus to accuracy. Except that the range increment is one size smaller. For small weapons, this is 1/2. However, these missiles gain advantage on accuracy.
  • Bonus: Auto re-roll natural 1s on d10s
  • Price: Normal Price after +1 procure difficulty increase.

Medium-Range Missiles

  • Description: These are the default normal missiles. They are found everywhere and usually come with bulk-buying discounts. They have no other advantages.
  • Bonus: N/A
  • Price: Normal cost.

Long Ranged Missiles

  • Description: These missiles fire on targets at a long distance. The range increases by one size and adds +10%. For Gigantic, the range is triple. However, these missiles reduce their damage to increase the fuel.
  • Effect: automatically re-roll natural 10s (ignore Exploding if applicable); take the lower roll.
  • Price: Normal Price after +1 procure difficulty increase.

Seeker Missiles

  • Description: These are normal range missiles that have a bonus to accuracy. Can gain advantage when firing them. They have advanced tracking systems that improve their accuracy.
  • Effects: Re-roll nat 1s and 2s (but only once per d10)
  • Price: Double Normal Cost and then add Procure Diff +1

Scatter Missiles

  • Description: A Multi-Explosive Head Rocket, or MEHR, is designed to hit the target across a spread. The range increment is reduced to the size category below, with small being 1/2 the range. However, the missile is harder to counter with Point Defense and is deadlier when targeting Swarms.
  • Effects: When point defense attempts to shoot a Scatter Missile, the d10 gets +1, and all Scatter Missile d10 values when calculating Point Defense countermeasures are the highest d10 rolled. ie: If two missiles are fired and one d10 is a 7 and the other is a 5, then when calculating point defense, both d10s are 8. Also, when firing into a Swarm, gain Exploding and re-roll 1s.
  • Price: Double Normal Cost and then add Procure Diff +1

Mine Laying

  • Description: These smart bombs lie in stealth mode, making them difficult to detect, and once a ship gets close enough, they activate and rocket toward the nearest victim. The goal is to lay multiple of these around an area that is known for enemy traffic. The objects can stay active for decades and are extremely devastating.
  • Effects: This is effectivly a Mine. If spotted, it can be targeted with Point Defense capabilities. If it is hit, roll a single d10. If its die beats the Shields value, then it counts as Battle Damage from Weapon's fire.
  • Price: Halve the normal cost; however, Procure Diff is +3, as this is illegal even for the military to use.

Torpedo

  • Description: These are long-range heavy rockets. Their range is Astronomical. They are known for their straight, fast trajectories and, even more so, their devastating payloads.
  • Effects: They take up twice as much space in a missile launcher. Each missile has a -2 to its Die when considering Point Defense. Re-roll 1s (up to once per die) and Exploding on 9-10s.
  • Price: Triple cost, then add Procure Diff +2

Defense Missiles

  • Description: These reaction anti-missile or drone counter missiles are especially designed to hit tiny, fast-moving objects. They can target and destroy incoming fire.
  • Effects: Review Point Defense Weapon Type
  • Price: 50% increase after including the Procure Diff +2.

Shield Piercers

  • Description: Especially designed rockets to shred through enemy targets' shields.
  • Effects: Roll this d10 first, unmodified, except by the Weapon's Officer's chosen modifier if they choose to. If successful, instead of dealing damage, this removes up to +2 of the shields. If the Weapon is masterworked, it can add an additional +1 for every odd level, but each level of Masterworked increases the cost by tripling it again. The effect doesn't stack.
  • Price: Triple cost, then add Procure Diff +2