Jumpspace Wiki
Advertisement

Spaceship Weapons[]

Turrets in this setting cannot be mixed - Double and Triple Turrets must always contain the same weapon.

Lasers in the Expanse are still larger and bulkier than standard Traveller – Laser Turrets take up 5 Hardpoints (regardless of if they are Single, Double or Triple) and 2Tons per beam emitter.

Particle Beam Spinal Weapons are built in sections. Each section will add 1D to the overall damage of the weapon, weigh 100Tons, and take up 5 Hardpoints. A Spinal Weapon cannot take up more than 10% total tonnage of a ship. So a 60,000T cruiser could have a 6000T 2eapon made up of 60 sections and would do 60D of damage (210 points on average). A 250,000T battleship could have a 25,000T weapon made up of 250 sections and would do 250D of damage (875 points on average). Spinal Weapons are Fixed Mounted and non-Smart so they are typically hard to aim. They have a DM-1 on top of other Common Modifiers to Spacecraft Attacks (pg. 156 in Core Book). Particle Beam generators have large capacitors that take one full round to recharge between shots. Naval ships usually keep them charged when not in battle in order to always be able to shoot in the first round of combat.

Rail guns are Fixed Mounted and non-Smart so they are typically hard to aim. They have a DM-1 on top of other Common Modifiers to Spacecraft Attacks (pg. 156 in Core Book).  

Damage[]

See pages 158 and 159 in Core Rulebook.  

Special Rule: Any Critical Hit of Severity 6 is considered a Catastrophic Hit and the ship is obliterated completely.

Weapon Specs[]

Weapons

Missiles and Torpedoes[]

Missiles and torpedoes have Mark or Mk Ratings for ECM and Evasion which are -DM given to countermeasures or point defense weapons used against them. For example, a Mk-21 Missile has ECM-2 & Evasion-1 which would give DM-2 to all ECM performed against them and DM-1 on all point defense shots taken against them. All missiles and Torpedoes launched in a volley must be of the same type.

Advertisement