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Player > Starships > Other > Weapon > Micromissile Battery

Micromissile Battery

Starfinder Core Rulebook p.302

Range: Long (20-Hexes)
Speed (In Hexes): 10
Damage: 2d6
PCU: 10
Cost (In BP): 5
Special Properties: Array, limited fire 5


Tracking Weapons

Tracking weapons’ projectiles are slower and must home in using a target’s TL. A tracking weapon’s projectile has a listed speed; once fired, it moves that number of hexes toward its target. Each subsequent round during the gunnery phase, it must succeed at a gunnery check against the target’s TL to continue to move its speed toward its target. On a failure, the projectile is lost. If the projectile reaches the target’s hex, it deals the listed damage.


Array

An array weapon fires at all targets within a single firing arc. The gunner attempts a single gunnery check against each target in the firing arc, starting with those closest to her starship. Each gunnery check takes a –4 penalty, which stacks with other penalties. Roll damage only once for all targets. Critical damage is determined by each target’s Critical Threshold. The gunner can’t avoid shooting at allies in the firing arc, nor can she shoot any target more than once. An array weapon uses two weapon mounts.

Limited Fire

A weapon with this special property can fire only the listed number of times in a starship combat encounter before it requires a brief period of time (10 minutes outside of starship combat) to recharge and rebuild the weapon’s inherent ammunition. A weapon with this special property is often a tracking weapon.

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