Missiles And Bombs

A few options for things to stick on the hardpoints, really. Mostly statted for the balance of two generic missiles equals one downed plane, or one of the fancier missiles. One need not use these if one prefers. All entries are for a single missile or bomb. I recommend buying efficiency for an entire group/"pack" of missiles, rather than on a per-missile basis.

Missiles are houseruled to a maximum number fired in a single action equal to 2. They are still linked, it's just you can't fire more than two at once. Excpetions are listed below in their individual entries.

Weapon: WA: Range: Damage: Space (per missile): Cost (per missile): Notes:
"Basic" Missile 0 9 7 0.7 0.7 The basic missile, with no frills. 7 CP,spaces for 10.
Weapon: WA: Range: Damage: Space (per missile): Cost (per missile): Notes:
"Smart" Missile 0 9 7 3 3 A missile with Smart 2, Skill +9.

Skill +12 versions cost 3.2 CP each.

Weapon: WA: Range: Damage: Space (per missile): Cost (per missile): Notes:
"Basic" Bombs +1 0 10 2 2 Blast radius 1.

Blast Radius 2 costs 2.6 CP, radius 3 costs 3.3 CP

Weapon: WA: Range: Damage: Space (per missile): Cost (per missile): Notes:
Long-range multi-lock missile 0 11 10 1.33 1.33 Long Range. 4 CP/sapces for 3 missiles.

Up to 4 of these missiles can be fired at a time. However, they must each be fired at a different target within their firing arc.

Weapon: WA: Range: Damage: Space (per missile): Cost (per missile): Notes:
Burst Missile 0 10 8 3.2 3.2 Blast Radius 2.

Large missiles that produce a large blast radius.

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