Submunitions
A submunition system is a one-shot package of short-range missiles, designed to pack a punch at a lower cost than heavier multi-use weapon systems.
Symbols:
Firing submunitions generates damage by rolling a number of dice depending on range to target.
| At range of… | You… |
|---|---|
| 0-6″ | Roll three D6. |
| 6-12″ | Roll two D6. |
| 12-18″ | Roll one D6. |
Damage is determined similarly to beam batteries, but submutions are unaffected by defensive screens.
| Per six-sided die | Result |
|---|---|
| Every 1, 2, or 3 rolled | No effect |
| Every 4 or 5 rolled | One damage point |
| Every 6 rolled | Two damage points |
After being fired, a submunitions system cannot be used again during the battle. You must cross off its symbol on the ship system display.
Magazines (experimental)
| Ship Design Navigation Table | |
|---|---|
| Basic Design | Faster Than Light Drive • Fighter Group • Main Battery • Normal Space Drive • Point Defense System • Screen Generator • |
| Advanced Design | Drone System • Needle System • Submunitions • Torpedo System |
| Experimental Design | Advanced Battery • Advanced Drive • Advanced Fire Control • Advanced FTL • Megabattery • Railgun System • |