NAVAL WARS

Large-Scale Ship-to-Ship Combat on the Oceans of the Future

Michael F. Garrity

3 September 1992 (updated 04/27/97 - editor)

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From the days of the earliest wooden sailing ships, man has used the oceans as a means of commerce. In order to protect this commerce, the warship was developed. Though they still exist, large warships (such as the battleship, aircraft carrier and destroyer) are seldom deployed. The reason for this is that the economy of the world of 2042 isn't yet up to replacing the inevitable losses that would result if such massive vessels were committed to battle. To simulate the conditions of naval warfare that do exist, the following rules for the construction of smaller naval vessels are presented. for clarity, hereafter all such craft will be referred to as "Fleet Patrol Boats" or FPBs.

Note: These ships are military-style vessels, and are much larger than those presented in the Boat Wars supplement. Furthermore, all of the weaponry is AADA-restricted, and much of it can't be possessed by private citizens without special permits (Don't say we didn't warn you!).

Fleet Patrol Boats

Body Size

Type Cost Weight Max. Load Armor HC Spaces
Small $100K 4,000 100,000 50/20 1 80
Medium $150K 8,000 150,000 75/25 0 160
Large $225K 12,000 200,000 100/30 0 240
X-Large $325K 16,000 250,000 150/35 0 320
Super $450K 20,000 350,000 200/40 0 400

Body Notes

Small and Medium FPBs have 10 armor locations, the same as oversized vehicles. Large and X-Large FPBs have an extra section, which is called the "middle" (amidships). This adds 4 more armor locations, for a total of 14. The Super FPB has the middle section divided into two parts (front and back middle). This gives it a total of 18 armor locations. FPB armor has the same protective qualities as laminate armor on AFVs.

FPB Power Plants

Fuel Cell

Size Cost Weight Spaces DP PF
Small $60K 4,000 20 35 100,000
Medium $75K 5,000 24 40 110,000
Large $95K 6,500 32 50 125,000
X-Large $125K 8,000 44 65 145,000
Super $150K 10,500 60 85 160,000

Internal Combustion

Size Cost Weight Spaces DP MPG PF
Small $90K 3,200 15 40 3 120,000
Medium $110K 4,000 18 50 2 132,000
Large $143K 5,200 24 70 1 150,000
X-Large $183K 6,400 33 100 1 174,000
Super $225K 8,400 45 140 1 192,000

Nuclear

Unlike standard FPB power plants, nuclear FPB plants come in modular sizes. This is to give the smaller FPBs the advantages of a nuclear plant, while avoiding the extra space that a standard sized nuclear plant would take up. The statistics for a modular nuclear plant are as follows:

Cost/Space Weight/Space DP Power Factors/Space
$100,000 200 ** 10,000

Power Plant Notes

1) Fully-charged FPB fuel cell power plants have a range of 500 miles at cruise speed. Cruise speed for a FPB is 60% of its top speed, rounded down.

2) The acceleration and top speed of FPBs are figured as for standard boats, except that due to water resistance top speed is lowered by 25% and acceleration is a maximum of 5 (for a nuclear plant 10).

3) Power plants may be linked, so long as they are of the same exact type. This engine link costs 10% of the total cost of the involved plants.

4) The nuclear power plant has 15 DP per space. The shielding around the reactor is equal to 24 points of metal component armor. For effects of a damaged reactor refer to the Catalog from Hell.

5) Each size of power plant, regardless of type, may have the following number of propellers: Small - 2, Medium - 2, Large - 3, X-Large - 3, and Super - 4. Loss of an individual propeller is a D3 hazard for those FPBs that have 3 or 4 propellers. Losing one of two remaining propellers is handled according to the boat rules section in the Compendium.

6) Fuel cell plants can have platinum catalysts and superconductors.

7) Internal combustion engines can be blueprinted. They may also use tubular headers, turbochargers (both types) and superchargers. They can't use nitrous oxide.

8) The nuclear plant already has superconductors.

9) Any engine accessory that increases acceleration will do so only for small and medium FPBs. Those that increase top speed (twin hull, jet drive, etc) will work in all FPB sizes.

Fuel Tank

The fuel tank of an FPB is referred to as a fuel bunker. The statistics are as follows:

Tank Type DP Weight/Gallon Cost/Gallon
Bunker 18 20 $50

A bunker holds 30 gallons of fuel per space of size. It comes with fireproof insulation. For purposes of breaching and fuel loss a bunker is twice as effective as a duelling tank.

Propellers

FPBs and Subs both use the following types of propellers

Type Cost Weight DP
Small $2,000 400 24
Medium $4,500 750 32
Large $9,000 1,100 44

The DP for these propellers are treated like titanium armor. However, if a propeller takes damage from a weapon hit that does twice the current DP of the propeller the propeller is destroyed.

Turrets

A FPB can mount the following number of automobile turrets on each of its right and left sides: Small - 2, Medium - 3, Large - 4, X-Large - 5, Super - 6. Automobile turrets mounted on a FPB hull are protected buy the hull armor. Sponson turrets may also be mounted on the hull, with the maximum number being equal to half of the number of car turrets (round down). These turrets may be of any size. There is a special class of turrets designed especially for use by FPBs. Their statistics are listed below:

Size Spaces Weight Cost Internal Spaces Required
Small 20 2,000 $10,000 4
Medium 30 2,500 $15,000 5
Large 40 3,500 $25,000 8
X-Large 50 5,000 $35,000 10
Super 60 7,000 $50,000 15
Giant 80 9,500 $65,000 20

A FPB can mount a number of these turrets whose total number of spaces are equal to or less than 50% of the FPB's body spaces (including any spaces added by the use of gun magazines). For example, a small FPB can mount 2 small turrets or 1 large turret. A super FPB can mount 4 super turrets (or 3 giant turrets). No FPB can mount more than 4 FPB turrets of any size. A FPB turret turns half as fast as a regular car turret, and is considered to have CASM incorporated into its structure.

Note that FPB turrets are armored separately for the hull, with the cost of this armor being equal to the regular hull armor. FPB turret armor weighs ¾ as much as hull armor.

Weapons and Accessories

The following weapons and accessories are particularly suited for use in FPBs:

Gun Magazine: Mentioned in the section on turrets, this item is a specially constructed compartment which increases the size of a ship. It is designed to hold ammunition for a ship's big guns (those weapons whose ammunition takes up one space per shot). The magazine is constructed on a modular basis. It cost $500 and weighs 250 per space. The minimum size of the magazine is 10 spaces and for every 10 full spaces of capacity the maximum weight capacity of the FPB using it is raised by 1% (maximum of 10% per magazine). No more than 4 magazines of any size may be installed. Installation of a gun magazine doesn't increase the number of armor locations; however it does increase the cost and weight of the existing FPB armor by 10% per magazine. This is due to the fact that the armor locations have been increased in size to protect the magazine(s). The magazines are installed below the turrets which hold the guns that use their ammunition and like the turrets they serve also have CASM functions built in.

Sonobouy: $2,000, 50 lbs., ½ space, to-hit 9, no damage, 2 DP. This item is a sonar-detection buoy that is dropped from a helicopter or other aircraft. It works like a long-range sonar set, and it has enough power to operate for 5 minutes. The information gained from it is relayed back to the launching aircraft via directional communications. It is typically used to detect submarines. Note: the sonobouy does no damage, and the to- hit score is used to determine which square of ocean map it hits (as if it were a bomb).

Towed-Array Sonar: $10,000, 450 lbs., 3 spaces, 6 DP. This device is a specially-modified sonar whose detection head is towed behind a submarine or ship by a fiber-optic cable that is 1,000" long. Since the detection head is separated from the carrying vessel, the sonar doesn't have to compensate for its presence. This has the effect of doubling the detection ranges. For an additional $5,000 this device can be modified so that it can be used by a helicopter. This modified array is called "Dipping Sonar" and it is limited to a 100" cable. If another boat hits the cable 1D6x5" of it will be torn away and the detection head will become a free-floating obstacle.

Depth Charges: Light - CPS $600, WPS 20, 6D6 damage. Medium - CPS $1,000, WPS 45, 10D6 damage. Large - CPS $2,500, WPS 150, 18D6 damage. All take up one space.

The heavy depth charge can be used by boats and aircraft. If used by an aircraft it is dropped like a bomb. If used by a boat it is rolled off rails mounted on the back of said boat. The light and medium charges can be fired a thrower.

Depth Charge Thrower: $5,000, 450 lbs., 4 spaces, 10 DP, shots - 10 small or 5 medium, to-hit of 8. The to-hit score is used to determine where the charges land, as they are launched like grenades. After impact, a depth charge takes 1 turn to sink 1" in depth. The charges are fitted with proximity fuses and will explode when they hit the sea-floor (assuming they miss their target). For an additional $5,000, 350 lbs and 2 spaces the depth charge thrower can be modified so that it can launch up to 5 charges per turn (as if it were a VFRP). This type of thrower is known as a "Hedgehog", a nickname that the British gave the weapon during WWII.

Sea Mines: Light - $1,000, 250 lbs., 2 spaces, 3 DP, 10D6 damage. Medium - $2,500, 500 lbs., 3 spaces, 4 DP, 20D6 damage. Heavy - $3,500, 750 lbs., 4 spaces, 5 DP, 30D6 damage. X-Heavy - $5,000, 1,000 lbs., 5 spaces, 6 DP, 40D6 damage.

Sea mines are anchored to the sea floor by a 8 DP plastic cable. The mine body has a proximity fuse, 2 points of sonarproof plastic armor, and is targeted at -3 penalty. The cable itself targeted at a -8 penalty. If the cable is hit or overrun by a boat or submarine the mine has a 1-3 chance of exploding, otherwise it becomes a free floating obstacle.

Torpedo Mine: $25,000, 1,200 lbs., 8 spaces, 10 DP, 3 shots, 9D6 damage. This weapon is an armored housing that contains 3 standard high-velocity homing torpedoes. An automatic fire control circuit will fire one torpedo at any target that comes within a range of 20". The mine can distinguish between a boat and marine creatures. If the target remains within the 20" radius of the mine will fire again until running of ammo. The mine is neutrally buoyant and is weighted so that it will sink to a pre- determined depth and stay there. Setting the target depth takes 15 turns (the weights have to be added/remove) and is done before the mine is dropped.

ASROC: 3x normal cost, 2x normal size in spaces, 1.5x normal weight. This modification is made to standard artillery rockets. It converts the rocket's warhead into a high-velocity homing torpedo. The range of this weapon is ½ mile per inch of rocket caliber and the minimum range is 100". To determine which square the ASROC hits use the grenade scatter rules and multiply the resulting distances by 16. After impact the torpedo will go into search mode, making a circle with a continuous D1 bend and descending 1" per turn until running out of power. The detection range is 24".

Naval Artillery: These weapons are ship-born versions of standard land-based artillery pieces. They cost 1.5x as much as the land versions and weigh the same. Naval artillery has a to-hit score of 7 and can engage in direct fire without penalties. In direct fire operations the range modifiers are -1 per 20". These types of guns may only be mounted on a FPB.

FPB Targeting Modifiers

Small - +3/sides, Medium - +4/sides, Large - +5/sides, X-Large - +6/sides, +1/front and back, Super - +8/sides, +2/front and back.

General Notes

As a result of a FPBs slow speed and low center of gravity they have the following crash table modifiers: Small -2, Medium - 3, Large -4, X-Large -5, and Super -6. FPB combat scale is the same as in Aeroduel: 1" = 60'

The number of spaces in a FPB body isn't a true representation of the vessel's size. It is only the space which is available to mount weapons and equipment. The counter sizes are: Small - ¾" by 2½", Medium - 1" by 4", Large - 1½" by 7", X- Large - 2½" by 10", and Super - 3" by 15".

All FPBs are assumed to come with appropriate crew quarters and galley space. Crew members take up no additional space but do take 150 lbs per person. The number in a FPB crew is set by how many people it would take to run all of a FPBs functions. For example, a super FPB would have a commander, helmsman, a co- helmsman, navigator, communications officer, an engineering crew of 3-6 and enough gunners to fire all of the weapons each turn. Some of these functions can be automated, of course. If the ship carries helicopters a flight crew and mechanics would also be need.

Standard equipment already built-in for all FPBs include a full-length boat top, long-range sonar, long-range military radar, depth finder, encrypted marine radio, and a fire extinguisher system equal to an IFE for the whole ship. A FPB has bilge pumps equal to 25% of it total hull spaces (round down). These pumps operate automatically and work as long there is power of them. A FPB hull comes with upper and lower decks except for the small and medium sizes. These two only have one deck each.

LARGE-SCALE SUBMARINES

Body Size

Type Cost Weight Max Load Armor HC Spaces
1-Man $50,000 1,000 12,000 50/10 2 24
Small $75,000 1,500 20,000 75/14 2 40
Medium $125,000 2,150 45,000 90/16 1 60
Large $200,000 3,000 80,000 100/18 1 80
X-Large $300,000 4,500 120,000 150/20 0 120
Super $450,000 6,000 160,000 150/20 0 160
Fleet $650,000 9,000 240,000 150/20 0 240

Body Notes

The 1-Man and Small submarines each have 6 armor locations. The Medium and Large submarines each have 10 armor locations. All other submarines have 14 locations each. Submarine bodies are automatically sloped and streamlined.

Submarine Power Plants

Fuel Cell Power Plants

Size Cost Weight Spaces DP PF
Small $15,000 1,500 8 20 8,000
Medium $30,000 2,500 12 30 17,500
Large $60,000 4,000 18 45 30,000
X-Large $105,000 6,000 26 55 50,000
Super $180,000 9,000 30 70 85,000

Nuclear and Fusion Power Plants

As with the Nuclear plant for FPBs, the submarine nuclear plant is built on a modular basis. The fusion plant was developed to reduce the risk of radiation leakage and is also built on a modular basis.

Type Cost/Space Weight/Space DP PF/Space
Nuclear $100,000 200 as FPB type 10,000
Fusion $200,000 150 70 15,000

Power Plant Notes

1) Fully-charged submarine fuel cell power plants have a range of 500 miles at cruise speed (60% of top speed).

2) Acceleration for a submarine is 5, regardless of the size of the power plant. Top speed is figured as for FPBs.

3) The nuclear plant is the same one used to power FPBs.

4) The fusion plant is an outgrowth of the research into "cold fusion" which took place in the 1990s. It has 70 DP regardless of its size.

5) Submarine fuel cell power plants can use platinum catalysts and superconductors.

Weapons and Accessories

Light Torpedo: $2,500, 150 lbs., 4 DP, 1 space, 6D6 damage.

Standard Torpedo: $7,5000, 200 lbs., 6 DP, 2 spaces, 9D6 damage.

Heavy-Duty Torpedo: $15,000, 450 lbs., 8 DP, 3 spaces, 15D6 damage.

XHD Torpedo: $50,000, 600 lbs., 10 DP, 4 spaces, 40D6 damage.

All torpedo accessories are available for these weapons.

Noisemaker: $500, 50 lbs., ½ space, 2 DP. This item is designed to decoy torpedoes. It does so by releasing compressed air while vibrating. This gives the decoy a 1-3 chance to attract any torpedo launched at the targeted vessel. If a second noisemaker is launched the roll is 1-4. If the noisemakers are launched while the submarine is making a hard turn or other fast maneuver the decoy chance rises of 1-5 (maximum). The swirl of water produced by such a maneuver is called a "knuckle".

Missile Bay: $2,000,000, +50% of body weight. This item is an extension of a submarine hull that enables it to carry up to 10 heavy cruise missiles or 13 standard cruise missiles in vertical- launch tubes. A missile bay adds 200 spaces and 4 more armor locations to the submarine as well as raising the maximum weight capacity of the submarine by 10%. Only the super and fleet submarines may use missile bays; the super can have one and the fleet can have two. The cost of the missile bay includes the fire-control console.

Magneto Hydrodynamic Drive: 4x normal power plant cost, 500 lbs., 4 spaces. This modification is made to a submarine power plant. It operates like a stealth drive for submarines, using a magnetic accelerator to propel water through tubes and out the rear of the sub. Its advantages are that a submarine equipped with it can operate at full speed and acceleration (unlike standard stealth systems). The range at which enemy sonar can detect a MHD- equipped sub is halved.

Submarine Targeting Modifiers

1-Man - +1/sides, Small - +2/sides, Large - +3/sides, X- Large - +3/sides, Super - +4/sides and +1/front-back, Fleet - +5/sides and +2/front-back. These already include the sloping bonus.

Submarine Counter Size

1-Man - ¾" by 2½", Small - ¾" by 3¼", Medium ¾" by 4", Large 1" by 5", X-Large 1" by 5½", Super 1½" by 7", and Fleet 2" by 10". Adding missile bays to either the super or fleet subs will lengthen the respective counters by 2½" per bay.

General Notes

All submarines are assumed to come with the same style of crew quarters and galley spaces as on FPBs. Standard equipment on submarines consists of long-range sonar, depth finder, a fire extinguisher system equal to an IFE for the whole ship, encrypted satellite communications, and a life-support system for the crew that will function as long as there is power to run it. As with FPBs, bilge pumps equal to 25% of the total hull spaces (round down) are already incorporated. Finally, all submarines have two decks, except the 1-Man and Small; they have one deck. Minimum crush depth for a submarine is 2,000'. For every 50' of depth past 2,000' the chances of being crushed increases by 10% with a 100% chance at 2,500'. As with FPBs, submarine combat scale is equivalent to 60' to the inch.

SAMPLE VEHICLES

Hammerhead: Small FPB w/streamlined twin hull, small FPB power plant w/PC, SC and jet drive, pilot, co-pilot, 3 gunners, small FPB turret front w/2 long-barreled heavy autocannons w/auto- weapon stabilization and 2 extra magazines each - 1 HEAT/tracer and 1 APFSDS), 2 4-space turrets (1 RB, 1 LB) each w/4 long- barreled HMGs (all ammo is proximity-fused explosive), 8 extra HMG magazines (high density/tracer ammo), 4 HD torpedoes front, 3 cyberlinks (one gunner to one turret each), 2 anti-air ladar units (one for each 4-space turret), IR/Thermograph, telescopic optics, IFF, searchlight, IR shielding, 10 magazine switches. Hull armor: 120 points spaced FPRP armor in all positions. Turret armor (spaced FPRP): F120, L100, R100, B50, T100. Accel. 10, top speed 100, HC 3; 65,165 lbs., $1,178,900.

This craft is typical of those used by the U.S. Navy, the Coast Guard, and various local marine militias. Its function is to provide anti-missile and anti-submarine support while patrolling harbors, rivers, and other large bodies of water. The name Hammerhead is derived from its ability to strike fast, powerful blows against a variety of targets. The heavy armor also gives it the ability to outlast any target smaller than it is and a significant chance of surviving attacks against larger opponents. The model presented here is in a general purpose configuration with the primary armament consisting of a pair of Sea Vulcan heavy autocannons. Anti-aircraft and anti-missile capability is provided by the waist-mounted HMG turrets. The 4 HD torpedoes give this vessel the ability to sink or seriously damage most other ships and submarines.

A strong point of the Hammerhead's design is its relatively low cost, as well as the modular nature of its weapon systems. This modular capability means that the ship can be tailored for a particular mission. For example, if it were to be used as dedicated submarine hunter the autocannons would be removed and replaced with ASROCs. Depth charges would also be carried. If the Hammerhead were to be employed in an anti-aircraft role, the autocannons would be upgraded with anti-air ladar. Various missiles would also be fitted.

Vampire (Nemo-class attack submarine): Super submarine hull w/CT- frame, 8 space fusion plant w/MHD drive, 10 crew, 3 torpedo tubes (2 F, 1 B) w/8 XHD torpedoes each, 2 military quality heavy/marine pulse lasers (1 right-middle, 1 left-middle), Stealthkote, plastic/metal armor (sonarproof plastic/titanium): 150/160 in all positions. Accel. 5, top speed 45, HC 0; 157,300 lbs., $32,380,500.

This machine represents the ideal deep-sea predator: swift, silent, and deadly. Like the legendary Count Dracula, this Vampire is very tough to kill and has the offensive punch to kill or cripple almost anything afloat.

The function of this vessel is to hunt down and kill other marine targets, whether they are boats or other submarines. This vessel is ideal to take out cruise-missile subs and enemy cargo haulers.

Longbow-class TSCM (Tactical Submarine, Cruise Missile): Fleet submarine hull w/CT-frame, 8 space fusion plant w/MHD drive, 30 crew, 2 missile bays w/10 heavy cruise missiles each, 3 torpedo tubes (2 F, 1 B) w/15 HD torpedoes each, 4 military quality marine pulse laser cannons (1 front, 1 back, 1 right-front middle, 1 left-front middle), 50 noisemakers, 4 cyberlinks (laser cannons), Stealthkote. Plastic/metal armor (sonarproof plastic, titanium): 100/150 in all positions. Accel. 5, top speed 30, HC 0; 268,650 lbs., $72,747,000. Note: this vessel's cost doesn't include the warheads on the cruise missiles.

This vessel represents the typical small 'boomer'. Its complement of 20 heavy cruise missiles makes it one of the most powerful vessels afloat.

Arleigh Burke-class light AAW Cruiser: Super FPB w/CT-frame & streamlined hull, super FPB power plant w/PC & SC, 1 set extra power cells, 4 propellers, 30 crew, 2 x-large FPB turrets (1 TF and 1 TB) each with autoloading 175mm gun and 20 rounds of ammo, 2 100-space gun magazines w/100 rounds of 175mm ammo each, 2 6- space universal turrets (1 right-front middle and 1 left-front middle) each w/long-barreled heavy autocannons (proximity-fused ammo) & 7 extra magazines each (1 prox-fused, 2 HEAT/Tracer, 2 APFSDS, 2 DPU), 72 Bullpup SAMs (2 36-cell vertical launchers), 16 HD torpedoes, 2 hi-res computers (main turrets), 2 cyberlinks (secondary turrets), telescopic optics, IR/Thermograph. Laminate hull armor (titanium/plastic): TF & TB - turrets, all other locations 50/120. Laminate turret armor (titanium/plastic): F50/100, L30/75, R30/75, B20/50, T20/50 each. Acceleration 5, top speed 40, HC 1; 419,265 lbs., $14,351,000.

This class of ship is named after Admiral Arleigh Burke, one of the great figures in American naval history. This vessel is designed to duplicate some of the functions of the Ticonderoga- class Aegis cruiser of the late 1980s. This vessel's armament reflects its multi-purpose mission. The primary armament consists of 72 Bullpup SAMs. These missiles are gathered in 2 6x6 clusters which are concealed entirely below deck, directly behind each of the gun turrets. Anti-ship defenses is provided by the single- mount 175mm gun turrets. Placed one each fore and aft, these cannons can throw a 200 lb shell up to 18 miles with great accuracy. Back-up anti-ship armament and primary anti-submarine capability is provided by 16 HD torpedoes. These torpedoes are carried in 2x4 pods, internally-mounted each port and starboard. The modular nature of this vessel means that it can be re-armed to perform different missions. For example, if anti-submarine warfare was important, the Bullpup SAMs would be replaced with ASROC. Depth charges would also be carried on aft-mounted deck rails. In a land-attack mode, the 175mm guns would be replaced with 200mm guns and the SAMs compartments would house Free-Fire artillery rockets.

The following weapons and devices were used in the design of the preceding vehicles:

Military Component Armor: $20/2 lbs per point, maximum of 160 lbs per space of component armor being protected. This version of component armor was designed to protect the crews of military vehicles from the blow-through effects of modern military weaponry. It may be of any type, including metal.

Titanium Armor: 25x base armor cost, 2x base armor weight. This

material is the lightweight version of metal armor. It has the advantage of being more resistant to the DP-removal effects of vehicular weaponry. In game terms, reduce the chances of DP removal by 1 (out of a D6). For example, area-effect weapons can't remove a DP of titanium, burst effect weapons only remove a DP on rolls of 6, and HESH ammo removes a DP of titanium on rolls of 5-6. Explosive ammo for MGs remove titanium on a roll of 6.

Sonarproof Armor: 2x base armor cost, normal weight. This armor has the same effects against sonar as radar proof armor does against radar.

Spaced Armor: 2x base armor cost, normal weight. This armor has its layers arranged into separate sheets, with empty space between them. This empty space disperses the force of exploding weapons, thus causing the vehicle equipped with this armor to take a modifier of -3 per die of damage from any weapon that has a burst effect. Armor-piercing rockets and HEAT ammunition also take this modifier.

Carbon-Titanium (CT) Frame: 5x base body cost. Like a CA frame, a CT frame reduces the base body weight of a vehicle by 50%. The main advantage is that a CT body takes normal instead of double damage from rolls, rams, and collisions.

Torpedo Launcher: 2x base RL cost, normal RL weight, 2x base CPS, 1.5x WPS. This modification converts any rocket-launcher type weapon (RL, VFRP, etc) into a device that launches torpedoes. Torpedoes launched from this weapon are assumed to be high- velocity, but any other torpedo modifications must be purchased separately.

Bullpup SAM: To-hit 6, $40,000, 400 lbs., 2 spaces, 20D6 damage, 3 DP, burst effect. This missile is self-guiding, and is one of the most lethal anti-air weapons ever devised. It can track its target by infrared, radar, visual, or sound, making it invulnerable to the effects of a bollix or other similar device. The missile's flight speed is 2,500 mph (50" per phase) and it has a flight time of 60 seconds.

Laser Cannon: To hit 6, 10D6 damage, 3 DP, $30,000, 2,000 lbs., 6 spaces, area effect. This weapon is used by the military against soft-skinned (civilian) vehicles. It uses 8 power units per shot.

Military-Quality Lasers: 5x base laser cost before any modifications. These lasers have no range modifiers (same as military targeting lasers in this respect).

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