Secondary Weapons

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Secondary Weapons: These weapons are the assorted secondary armaments aboard starships be they point defense batteries or exotic weapons used to disable enemy ships.



Point Defense (kinetic): These weapons are small rapid fire drones which are used to intercept incoming torpedoes. They are too small and weak to damage a shielded starship though can inflict minor damage on unshielded ships. Mount Trait: Each mount scale gains an additional “blister” of weapons.



“Iron Dome” class kinetic defense
Damage: 1d6
Range: 8
Optimal: 4
ECM: good
ECCM: poor
Crew: 2
Power: 10 per blister
Number per blister: 10
Cost: 10,000 guilders



“Steel Shield” class kinetic defense
Damage: 1d6
Range: 8
Optimal: 6
ECM: good
ECCM: good
Crew: 2
Power: 10
Number per blister: 10
Cost: 20,000 guilders



Point Defense (energy): Often called “PDLs” for “Point Defense Lasers” or “PDB” for “Point Defense Blasters” these small low power directed energy weapons are ideal for intercepting incoming torpedoes at close ranges. Mount Traits: +1 Gun for each mount scale.
Special: Unlike the kinetic kill systems PDL/PDBs use the ship’s own onboard sensors to target incoming fire potentially greatly increasing their effectiveness. This comes at the cost that by time this system is engaging an enemy missiles it’s likely they last chance you’re going to get before the missile hits you.



Mk-40 PDL
Damage: 2d6
Range: 3
Optimal: 1
Penalty: -1
Crew: 2
Power: 15
Cost: 10,000 guilders



“Faust” class PDB
Damage: 3d6
Range: 3
Optimal: 2
Penalty: -1
Crew: 2
Power: 15
Cost: 15,000 guilders



Mk101 PDB
Damage: 2d6
Range: 4
Optimal: 3
Penalty: -1
Crew: 2
Power: 15
Cost: 30,000 guilders.



Interceptors: Interceptor grids are advanced PDL/PDB weapons that are not just capable of knocking out incoming torpedoes but can also intercept incoming PPC fire.
Mount Trait: +1 gun to each mount scale.
Special: Interceptor grids use the ship’s sensors for targeting they can also target incoming PPC fire.



“Protector” class interceptor grid
Damage: 1d6
Range: 3
Optimal: 2
Penalty: -1
Crew: 2
Power: 15
Cost: 15,000 guilders



“Watcher” class interceptor grid
Damage: 1d6
Range: 3
Optimal: 3
Penalty: -1
Crew: 2
Power: 20
Cost: 30,000 guilders



Exotic Weapons: These are weapons systems that don’t quite fit any standard starship weapon category.



Force Beam
Damage: 6d6
Range: 3
Optimal: 1
Penalty: -1d6
Crew: 4
Power: 12
Cost: 60,000 guilders
Special: A force beam is a pin-point tractor beam which rapidly fluctuates between “push” and “pull” with a beam about diameter of the average human head. This beam exerts absolutely massive forces over this relatively tiny area allowing it to punch clean through armor. This weapon is ideal for knocking out subsystems and specific rooms without damaging the surrounding ship. Its main drawbacks are short range, the fact that it cannot penetrate shields and it’s high energy usage.