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Post by Lord Protector on Apr 1, 2021 2:58:00 GMT
Here you can find the list containing Ship Weapons and Modifications (such as modifications) available to anyone regardless of faction, it is separate from the main modifications list due to the difference in point to credit conversation between vehicles, starships, and other units. To determine an equipment's cost in credit, take the Point Cost and multiply it by 1000 Special Rules for Starship WeaponsAnti-Armor: Double damage to ships without shields Beam: Able to split damage between multiple hexes, the damage is divided by the number of hexes targeted. EMP: Double damage to enemy shields, ignores armor rating when attempting to disable ship's systems Explosive: Upon hitting the target, the damage is done in one hex radius, units affected can roll Evasion check to cut the damage in half. On miss scatter 1d10 in random direction, targets affected by the missed explosive can roll Evasion check to avoid taking damage. Heavy: Damage is not reduced by Light or Heavy armor, Armor Rating still applies. -1 penalty to hit smaller ships per 1 point of size rating difference. Ionic: Double damage to enemy shields, ignores shields when attempting to disable ship's systems Light: Can be mounted on starfighters Mine: Stays on the deployed hex until another unit moves into it, then causing damage Point-Defense: Receives a +2 bonus to hit starships of smaller size
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