Shipfu creation supplementary: Weapons

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Guns, costs and everything else go here.
Reminder: points to spend on weapons are equal to [ship's final Armament]*40.

Point Defenses

PDS.jpg

Small guns designed primarily to protect against torpedoes or small craft, point-defense guns are a solid mainstay of most larger ships. Both systems assume multiple guns of the appropriate type mounted on multiple positions across a ship's hull, rather than a single turret; they only need to be purchased once. Point defense weapons are a component of the primary hull.

Cost: 16 Point-Defense Guns
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 8 2 +1 6 Inf. Anti-missile, Anti-fighter, HEAT (optional)
Point-defense guns are the standard equivalent of AA guns. They are small, fast-tracking, and designed to shoot down incoming torpedoes, missiles, and strike craft. Point-defense guns can be either solid-ammunition or some form of energy weapon at the player's discretion.
Cost: 3 Flak Cannon
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 8 2 0 3 Inf. Anti-fighter, Scatter
Flak cannon load special shells for anti-fighter operations. Flak shells are designed to detonate when in a targeted area, filling it with a dense cloud of shrapnel which, while ineffective against capital ship armor, can shred through lightly-armored strike craft with ease.
Cost: 27 Interception Missiles
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 10 4 0 6 inf Missile, Anti-missile, Anti-fighter
Extremely small point-defense missiles, interception missiles are useful either to defend against torpedo attacks when in subspace, or as an alternative to point-defense guns, particularly if one wishes to force fighters to negotiate an Itano circus.

Shields

All Nebula ships have energy shields as a standard system, at no cost. Shields provide 1/4 of their damage rating (round down) as armor to the entire ship when active, but not used to actively block. To block an attack, the targeted ship expends an action, and rolls a new defense, using Pilot (space) and the shield's accuracy instead of the ship's Maneuver Value. If this second roll is a success, the attack still hits, but the shield subtracts an amount of damage equal to its DM times the block's MoS.

If a ship takes a Light damage result after blocking with her shield, the shield's damage multiplier is halved. If she takes a Heavy damage result after blocking, the shield is automatically destroyed. In either case, no further damage is applied to the ship herself. Overkill results still destroy the ship. When not used to block, a shield takes damage as a normal weapon, and is destroyed if its total penalties reach -5.

Shields, like point-defense weapons, are mounted within the Primary hull.

Cost: None; Standard equipment Energy Shields
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 20 Melee 0 0 Inf. Defensive, Energy Shield (all)
Typical scifi energy shields which can be used to stop attacks or provide a small defensive boost to the entire ship. Shields can be used to block as often in a round as a ship has actions, but once used to block once, the passive armor bonus is gone for the round.

Turreted Cannons

Yamato%20main%20guns.jpg

The primary weapons of most ships, turreted guns are versatile and powerful enough to be quite effective against most targets. Turret cannon come in a variety of sizes and types, covering a variety of options for all hull sizes.

Small turrets have traversal times fast enough that they can be fired and turned rapidly in the course of a single combat turn, allowing them to use their full turreted arc at all times. Medium turrets turn more slowly, and must pick an arc to aim along at the start of each round, which is the turret's effective firing arc for that round. Large turrets turn even more slowly than medium turrets, and in addition to requiring the player select a firing arc along which the turret is aiming, they cannot rotate more than one facing per turn (so, for example, a large turret aimed in the Forward arc could turn to the Left or Right arcs next turn, but NOT the rear arc).

Turrets are each considered their own section, and have their own ratings for armor value, etc. Turrets of the same size are considered to be optionally linked; any number of them may be fired in concert with a single action, however, each turret may only be fired once in a round (so no using three actions to fire three full broadsides).

Regardless of ship class, no ship may mount a total of more than eight Main turrets. Secondary turrets and torpedo turrets are not currently included in this restriction, but Scrib, if you abuse this by trying to make a BB covered in secondaries or torp launchers, so help me…

Kinetic turrets

Kinetic turrets rely on mass-driver technology to accelerate metallic slugs at high velocities, and rely on kinetic energy to do their damage.

Cost: 7 Small Kinetic Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 25 4 0 0 Inf. None
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
15 0 -3 -3 7
Cost: 12 Medium Kinetic Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 33 5 0 0 Inf. None
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
23 0 -3 -3 10
Cost: 18 Large Kinetic Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 40 6 0 0 Inf. None
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
30 0 -3 -3 15

Armor-Piercing Kinetic Turrets

Armor-piercing turret variants are also available, in the same turret mounts, but with the following cost and attributes for the guns themselves. Yes, AP is that big of a deal in Silhouette.

Cost: 15 Small AP Kinetic Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 15 4 0 0 Inf. Armor Piercing
Cost: 33 Medium AP Kinetic Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 23 5 0 0 Inf. Armor Piercing
Cost: 55 Large AP Kinetic Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 30 6 0 0 Inf. Armor Piercing

Plasma Burst Turrets

Weapons which fire magnetically-contained plasma. While tehy have shorter range due to rapid dissipation of the plasma envelope, they boast a particular threat to enemy armor.

Cost: 13 Small Plasma Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 25 3 0 0 Inf. Armor-Crushing
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
15 0 -3 -3 7
Cost: 23 Medium Plasma Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 33 4 0 0 Inf. Armor-Crushing
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
23 0 -3 -3 10
Cost: 35 Large Plasma Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 40 5 0 0 Inf. Armor-Crushing
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
30 0 -3 -3 15

Beam Turrets

Whether lasers or particle beams, beam turrets are highly-accurate, long-range directed-energy weapons. However, their damage drops off with distance due to dispersion of the beam as it travels.

Cost: 9 Small Beam Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 25 5 +1 0 Inf. Attenuating Damage 3
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
15 0 -3 -3 7
Cost: 16 Medium Beam Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 33 6 +1 0 Inf. Attenuating Damage 3
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
23 0 -3 -3 10
Cost: 25 Large Beam Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 40 7 +1 0 Inf. Attenuating Damage 4
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
30 0 -3 -3 15

Secondary Guns

Smaller turrets usually used for defense and harassment against smaller ships. Secondary guns are certainly not required, but they can give a larger ship options when they have better things to aim their big guns at than a destroyer. As with main turrets, secondary guns are purchased individually, but come with the benefit of optional linked firing. The attributes and costs below assume kinetic weapons. Beam or plasma secondaries available upon request.

Cost: 3 Small Secondary Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 15 2 0 2 Inf. None
High-caliber guns typically used on destroyer-class hulls, these weapons are a bit closer to point-defense guns and other smaller rapid-fire weapons than they are larger turreted weapons. They are usually mounted on the main hull in small mounts, and thus are part of the primary hull ,rather than having individual turrets.
Cost: 4 Medium Secondary Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 17 3 0 2 Inf. None
Small turrets usually mounted on Cruiser-class hulls. These weapons are often fitted for the dual-purpose use to help a cruiser's escort role.
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
10 0 -3 -3 5
Cost: 6 Large Secondary Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 20 4 0 2 Inf. None
Practically a destroyer turret as it is, large secondary guns are usually the realm of battleships. Further weapons development may lead to even larger secondary weapons appropriate for cruiser main guns…
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
15 0 -3 -3 7

Torpedoes and Mines

Aside from the delivery system, torpedoes and mines are essentially the same thing, in terms of overall effect: a means to deliver payloads of powerful explosives or other creative nastiness to an unsuspecting ship. Mines, obviously, are primarily a tool for area denial which are deployed and then saturate an area over the long term. Torpedo spreads are a powerful attack for even smaller ships, often giving nimble yet fragile destroyers are powerful option against larger ships. Torpedoes are also the primary weapon of choice for ships who wish to attack from subspace, as they can be designed to still function within the strange dimension, and with systems to jump them back into normal space for a strike against targets not "submerged".

Torpedoes are capable of tracking targets over the long term, but possess only rudimentary ability to avoid enemy fire. Point-defense weapons exist in large part to defend ships from incoming torpedo fire, as they do not move fast enough to completely avoid being shot down. Unlike most other weapons, torpedo weapons have a limited amount of ammunition, which is assumed to be restocked between battles (except, as with all ammo, when PLOT intervenes). Additional torpedo ammunition may be purchased at the rate of 4 points for another 48 torpedoes (or mines, or whatever else). Torpedoes and mines come in a variety of entertaining types of ammunition, described further below.

Cost: 32 Mine Launcher
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Rear, usually 50 2 0 3 48 Missile, Minelayer
Mine launchers can be used to saturate a targeted hex with mines, usually somewhere behind the ship. Contiguous minefields may be created, by using walking fire. Since minefields remain for the rest of a battle, they can be quite effective at area denial, but not much else. While mine launchers are usually fixed along the rear arc of a ship, they could be fixed on a different facing, instead. Forward is not recommended.
Cost: 40 Torpedo Tube Array
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Fixed Forward 50 4 0 3 48 Missile, Seeking (2 rounds)
A torpedo tube array is a series of eight torpedo tubes mounted internally on the ship's primary hull, usually four on a side, in fixed-forward arcs. The torpedo bays are relatively protected, and can be launched either in a full salvo or smaller sequences, and each tube can load different ammunition, if needed.
Cost: 64 Torpedo Turret
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 50 4 0 2 48 Missile, Seeking (2 rounds)
Rather than fixed tubes or bays, a torpedo turret provides a much larger arc of fire, at the cost of lower overall rate of fire, having only four total tubes.
Turret Section Stats
Base Armor Fire Control Comms Sensors Size
23 0 -3 -3 10
Cost: 24 ASROC
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 30 4 0 2 48 Missile, Seeking (2 rounds), Airborne torpedo
Anti-Subspace ROCkets, ASROCs are an effective weapon for dealing with subspace ships without mounting a full torpedo system of one's own. The missiles are designed to be launched in normal space, where they move in on the target, only dropping into subspace to strike when nearby.
Cost: 20 Subspace Charges
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret 40 2 0 3 48 Missile, Airborne torpedo
Mine-like charges which flit into subspace soon after launch, subspace charges lack long range or homing capability, but pack a powerful punch against subspace ships situated nearby.

Specialized Torpedo Ammunition

There are many…interesting types of ammo a ship may launch out of its torpedo tubes. Ships with torpedo launch systems may launch a typical or standard torpedo, which uses the attributes above, or any number of the weapons below, which have their own damage multipliers and special qualities (but continue to use the launcher's rate of fire, range, and fire arc). Ships must select their torpedo loadouts ahead of time, and cannot fire weapons not specifically selected as being on hand (and, if one wants the extra bookkeeping, may specify certain numbers of more specialized ammo types aboard). A ship's selection of torpedoes may be changed when resupplying at a space station or other similar facility. Additional torpedo ammunition types can be suggested, of course.

Unless stated otherwise, or by the launcher type, all torpedoes have the Missile and Seeking (2) qualities by default, so they are not listed here.

  • Disruption - Disruption torpedoes are designed specifically to disrupt the functioning of shield systems. They do minimal to no damage to a ship's armor, but can quickly strip away exposed shielding systems. Disruption torpedoes which hit a ship with active shields (this includes shields operating purely for the passive defense bonus, they aren't turned off), the shield's DM is reduced by the total damage of the attack. Disruption torpedoes have a DM of x2.
  • Grav Bomb - Grav bombs do not do damage, but instead temporarily immobilize ships in a powerful gravity field. Targets caught in a grav mine's field cannot move, but can still attack. Grav bombs have a DM of x70, and Area of Effect 0, Gravitic and Entangle (no damage) qualities. Due to entangle assuming much smaller sizes, the attempts to escape entanglement are modified by [the weapon's DM - Target's Size]/10.
  • Corrosion - Not to be confused with the black-hole torpedoes from a certain manga/anime, Corrosion weapons disperse clouds of nanomachines designed to rapidly deconstruct any solid matter such as a ship's armor. The nanoweapon payload clings to targets struck, doing additional damage over time. Corrosion torpedoes have a DM of x40, and the Armor-Crushing and Persistent qualities.
  • Lightning: Lightning torpedoes use powerful electrical discharge to do the majority of their damage, after first lodging into their targets. The resulting effects end to play absolute havoc with a ship's delicate systems. Lightning torpedoes have a DM of x40 and the Haywire quality.
  • Chaff: A non-damaging option, Chaff torpedoes deploy the same sort of dense nanoparticle cloud used by smoke generators, producing cover in the area where they detonate. Chaff weapons cannot penetrate armor and thus lack a DM, but have an Area of Effect of 0 and the Black Smoke quality, giving them a net area of effect 1 for the range of smoke created by them.

Wave Motion Guns

WMG.jpg

Powerful weapon systems usually only available on ships of cruiser size class or larger, wave motion guns are specialized spinal mount weapons capable of firing a devastating beam of energy directly in front of the ship. All wave motion guns are considered to be mounted in the ship's primary hull. All wave motion guns are in a fixed forward mount by default, and fire a beam straight forward along the line of hexes in front of the ship when fired, hitting all targets in that line, friend and foe alike.

Cost: 40 Wave Motion Cannon
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Fixed forward, Special 60 5 0 0 inf Wide Angle: 10 degree arc, Power Hungry: 3, Attenuating Damage 2, HEAT
Cost: 52 Heavy Wave Motion Cannon
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Fixed forward, Special 80 6 0 0 inf Wide Angle: 10 degree arc, Power Hungry: 5, Attenuating Damage 5, HEAT

Special Weapons

Any weapons that don't really fit into the other categories or are acquired as modules can be found here.

Cost: Module Tractor Beam
Fire Arc Damage Multiplier Base Range Accuracy Rate of Fire Ammunition Special
Turret Size of ship on which it is mounted 4 0 0 inf Gravitic, deals no damage
A tractor beam is a non-damaging system by which a ship can manipulate matter nearby, either pushing or pulling it, or possibly moving the ship relative to more massive objects. The strength of a ship's tractor beam depends on the size of the ship itself, and thus the damage multiplier used is equal to the ship's size. As with Grav Bombs, the modifier for escaping a tractor beam is [tractor beam's DM - target's size]/10.

Tractor beams are mounted in their own specialized turrets, which have the same base armor, comms, etc. as a Small, Medium, or Large main gun turret, depending on whether the ship is a Destroyer, Cruiser, or Battleship, respectively.

Strike Craft

Although not exactly weapons systems, the strike craft launched by hangar-equipped ships are purchased like weapons. Strike craft can usually fill one of two broad roles: they can either fight other strike craft, or assault larger ships. The cost for strike craft is given per squadron of five fighters. HP values are per fighter, rather than for the squad as a whole. Strike craft effectively use infantry rules. Costs assume the default level of infantry skill, purchasing fighters with better pilots will incur the usual cost multipliers for infantry.

Cost: 6 Fighter
Weapon Damage Weapon Range Weapon Accuracy HP Maneuver Value Base Movement
Guns: *6 Missiles *10 Guns: 1 Missiles: 3 +1 15 +2 10
A basic multirole strike craft, fighters mount both guns and missiles, making them effective against other strike craft or able to do at least some damage to selected targets on larger ships, particularly subsystems.
Cost: 3 Interceptor
Weapon Damage Weapon Range Weapon Accuracy HP Maneuver Value Base Movement
Guns: *8 Guns: 1 +1 10 +3 12
Interceptors are small, fast, and nimble fighters usually used specifically to combat other strike craft. Their high speed allows them to get across the battlefield quickly, rendering them effective scouts as well.
Cost: 9 Bomber
Weapon Damage Weapon Range Weapon Accuracy HP Maneuver Value Base Movement
Plasma Bomb: *20 Plasma Bomb: 2 +0 20 +1 9
Slower and more heavily armored, bombers use powerful plasma bomb launchers to make attacks against capital ships. Like other plasma weapons, these bombs have the Armor-Crushing quality.
Cost: 12 Torpedo Bomber
Weapon Damage Weapon Range Weapon Accuracy HP Maneuver Value Base Movement
Anti-Ship Torpedo: *35 Anti-Ship Torpedo: 3 +0 20 +1 9
Torpedo bombers are variant bombers equipped to launch anti-ship torpedoes, instead of plasma bombs. Their weapons are powerful, but torpedo bombers must return to resupply after a single torpedo run, and their torpedoes have a minimum range of 1, as they do not arm until after traveling a certain distance to avoid destroying the strike craft carrying them.
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