Torpedoes

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Torpedoes: Torpedoes are large guided munitions capable of carrying many different types of warheads and inflicting catastrophic damage. They are the most powerful single weapon in the Cold Stars setting. This comes at the cost of space and the fact that they can be countered by point defenses and ECM systems.


Mount Traits: Torpedo mounts represent a “rack” of torpedoes. This means that a medium mount represents two racks and a large represents 3.


Special: Unlike most of a ship’s weapons torpedoes are expendable munitions meaning that once you have fired one it does not reload on its own. So if you empty your racks in one fight and don’t get a chance to resupply before the next you won’t have torpedoes.


Fusion Warheads: Fusion warheads do not do significant hull damage against most modern vessels. They do however have the added benefits of killing crew with concentrated radiation bursts and potentially frying equipment in the process.
(Special Rule): Fusion warheads have half of any damage that gets through shields and armor rolled against systems in the portion of the ship that was struck. They also roll against crew. This means a single fusion strike can knock out a critical system and kill the crewmen manning it.


“Shiva” class fusion warhead.
Damage: 12d6
Range: 11
Optimal: 11
Crew: 4
ECCM: Average
Per Rack: 3
Power: 15 (per rack)
Cost: 30,000 guilders


“Havoc” class fusion warhead.
Damage: 10d6
Range: 11
Optimal: 11
Crew: 4
ECCM: Poor
Per Rack: 3
Power: 15 (per rack)
Cost: 40,000 guilders


“Tsar” class fusion warhead
Damage: 12d6
Range: 12
Optimal: 12
Crew: 6
ECCM: Good
Per Rack: 3
Power: 15 (per rack)
Cost: 45,000 guilders


Anti-Matter Warheads: Unlike fusion warheads anti-matter warheads are pure ship busters.


“Torchlight” class anti-matter warhead
Damage: 14d6
Range: 10
Optimal: 10
Crew: 4
ECCM: good
Per Rack: 2
Power: 15 (per rack)
Cost: 50,000 guilders


“Vanquisher” class anti-matter warhead
Damage: 16d6
Range: 12
Optimal: 12
Crew: 4
ECCM: excellent
Per Rack: 2
Power: 15
Cost: 60,000 guilders


“Devastator” class anti-matter warhead
Damage: 18d6
Range: 12
Optimal: 12
Crew: 6
ECCM: excellent
Per Rack: 2
Power: 15
Cost: 70,000 guilders


Phase Implosion Warhead: Although they do less direct damage than an anti-matter warhead phase implosion warheads have the advantage of passing right through an enemy’s shields causing direct impacts on the hull.


“Storm” class PIW
Damage: 14d6
Range: 10
Optimal: 10
Crew: 6
ECCM: good
Per Rack: 2
Power: 20
Cost: 80,000 guilders


“Warp” class PIW
Damage: 14d6
Range: 12
Optimal: 12
Crew: 6
ECCM: excellent
Per Rack: 2
Power: 20
Cost: 100,000