GTVA Armory

Primary Weapons

Subach HL-7

An upgraded version of the old Subach ML-16 which was the standard primary weapon for all GTA fighter craft at the beginning of the Great War. It's an X-ray laser which is equally effective against enemy shields and enemy hulls.

Base Damage: 4
Energy Drain/Shot: 5

Prometheus-S

An advanced laser weapon which includes an advanced targeting system. This system actively determines the frequency most likely to blast through enemy shields and damage hulls, reconfiguring the weapon on-the-fly. It does more damage faster than the HL-7, but also drains the craft's energy more rapidly.

Base Damage: 6
Energy Drain/Shot: 10

Avenger

The Avenger is one of the rare physical projectile weapons employed by the GTVA, using a miniature railgun design to accelerate its projectiles to frightening speed. Designed for shredding hulls, but not ineffective against shields. The Avenger still requires energy to power its magnetic coils.

Base Damage: 4
Energy Drain/Shot: 8
Special Attribute: Penetrating 3(Ignores 12 points of armour resistance)

Akheton SDG "Disruptor"

The Disruptor is fundamentally an EMP weapon designed to damage enemy ship subsystems without destroying them. It's usually employed for capture missions against enemy capital ships containing vital personnel, but can have crippling effects against enemy fighter craft as well.

Base Damage: None
Energy Drain/Shot: 10
Special Attribute: Unique!
Unique Attribute: Against capital ships it's possible to target specific subsystems for damage or destruction(weapons, radar, engines, specific turrets, etc.). Against zippy fighter craft, however, several shots of the SDG will usually knock random equipment for a spin instead, though most often the engines(barring head-on duels).

1-5: Engine Damaged, -1 to attack and dodge
6-7: One primary weapon disabled
8-9: One secondary weapons bank disabled
10: Pilot suffers 20 damage as life support systems briefly fail

Flail Cannon

The Flail is a unique tactical weapon that's known for being one of the most annoying things to be in a dogfight with. While it won't bring down an enemy ship on its own, it does negligible hull damage, its concussive blasts will both wreck shield systems and knock around the target, making it immensely difficult to hit anything while under fire.

Base Damage: 1
Energy Drain/Shot: 2
Special Attribute: Shieldbreaker, Irritant 3(Enemy pilots must manage a piloting roll vs TN 15 or have a -3 to everything they do for the next round)
Shieldbreaker: Every shot from the Flail will knock down the enemy's Forcefield attribute by one level even if it doesn't completely penetrate the shielding(usually 2 levels due to the 2x mounts for most primary weapons).

Circe "S-Breaker"

The S-Breaker is a further development of the Flail focusing on its ability to tear apart hostile shielding rather than its ability to make enemy pilots swear at you.

Base Damage: 0
Energy Drain/Shot: 4
Special Attribute: Shieldbreaker 2
Shieldbreaker 2: Like the Flail, but twice as effective.

Leech Cannon

Base Damage: 1
Energy Drain/Shot: 5
Special Attribute: Shieldbreaker, Enervation 10(drains 50 Energy from the victim with every hit, reduced by shields and armor like normal damage is)

Secondary Weapons

MX-64 "Rockeye"

Heat-seeking missile, no need to wait for an aspect lock-on but comparatively easily shook off.

Size: 4(divide secondary slot size by 4 to determine amount loaded)
Base Damage: 10
Guidance: +2 to hit(Heat-seeking)
Lock-on time: None

Tempest

Dumbfire missile. Comparatively low damage, but fast-firing and chaff or other anti-missile measures are ineffective.

Size: 1
Base Damage: 5
Guidance: 0(Dumbfire)
Lock-on Time: 0.5(Every attack can fire off two Tempests instead of one)

D-Missile

Aspect-locking missile that disables capital ship weaponry temporarily.

Size: 8
Base Damage: 0
Guidance: +5(Aspect-Lock)
Lock-on Time: 1 round(cannot be fired without a lock)

1-5: Engine Damaged, -2 to attack and dodge
6-7: One primary weapon mount disabled(2x, 3x or 4x weapons gone)
8-9: One secondary weapons bank disabled
10: Pilot suffers 30 damage as life support systems briefly fail

Hornet

4x aspect-seeking MIRV warhead, every missile splits into four warheads immediately after launch.

Size: 4
Base Damage: 14, Non-Piercing(Forcefields are twice as effective against this weapon)
Guidance: +5(Aspect-Lock)
Lock-on Time: 1 round

Harpoon

Basic aspect-seeker warhead.

Size: 2.5
Base Damage: 10
Guidance: +5(Aspect-Lock)
Lock-on Time: 1 round

EM Pulse Missile

EMP warhead that temporarily incapacitates fighter-sized targets.

Size: 4
Base Damage: 0(Incapacitating 3, completely locks down the enemy ship for one or more rounds, and any Aspect Lock they were trying to establish is lost)
Guidance: +5(Aspect-Lock)
Lock-on Time: 1 round

Trebuchet

Heavy anti-bomber missile.

Size: 4
Base Damage: 16
Guidance: +2(Aspect-Lock, slow missile)
Lock-on Time: 1 round

Cluster Bomb

Heat-seeking warhead that spawns multiple smaller warheads upon detonation.

Size: 15
Base Damage: 20
Guidance: +1 to hit(Heat-seeking, slow missile)
Lock-on time: None
Special: Large area of effect, may hit more than one target.

Synaptic Bomb

Manually triggered bomb that scatters seeking warheads over the nearby area, intended for bomber defense against fighters.

Size: 15
Base Damage: 8 + 3x12(An initial shockwave, then a mass of smaller warheads hunt down any targets in range)
Guidance: 0(Dumbfire)
Lock-on Time: None

Cyclops Bomb

This weapon is a reliable weapon for destroying capital ships, capable of blasting through the heavy armor that these craft have. Normal primaries and secondaries cannot even hope to scratch a Destroyer or Juggernaut, and while Cruisers and Corvettes do not have this level of armor, a Cyclops bomb can do damage of a level that other weapons cannot hope to match. It's too large and slow for using against anything smaller than a freighter or cruiser, however, and can be shot down before impacting a target.

Size: 20
Base Damage: 400
Guidance: Special.
Lock-on Time: Variable.
Special Rule: Bombing Run.
Bombing Run: A Cyclops bomb requires one round to lock on to its target, after which it can be fired. But it's a large, slow projectile that can be shot down in flight by weapons on the capital ship itself or its escorts. The TN for shooting down the bomb is modified by how close the bomber gets before launching. Firing as soon as possible has a TN 6, waiting one round leaves it at TN 18 and two rounds leaves the bomb too close for intercept. No matter when it's fired, the bomb will impact the round after it's launched. While on a bombing run, the pilot receives a -8 to all attempts at dodging unless he decides to abandon the run.

Small Arms

Akh-09 "Serpent" Pistol

Manufacturer: The Akheton Corporation
Type: Semi-automatic pistol
Availability: In every pilot's cockpit, distributed to pilots on leave
Space Requirement: Small

Base Damage: 3

Akh-14 "Harpy" SMG

Manufacturer: The Akheton Corporation
Type: Submachinegun
Availability: MP's, pilots expected to participate in boarding operations
Space Requirement: Medium

Base Damage: 3
Special Attributes: Autofire, Ammo(-1)
Autofire: For every 3 rolled above the necessary to-hit number, the weapon scores an extra hit's worth of damage. All hits must penetrate armor separately.
Ammo(-1): This weapon has enough ammunition for six attacks.

DM-13 "Duellist" Shotgun

Manufacturer: Dynamic Metamer
Type: Shotgun
Availability: MP's, pilots expected to participate in boarding operations
Space Requirement: Medium

Base Damage: 5
Special Attributes: Spreading, Ammo(-1), Non-Penetrating
Spreading: Provides a +1 to hit and may strike multiple adjacent targets.
Ammo(-1): This weapon has enough ammunition for six attacks.
Non-Penetrating: Armor has doubled effectiveness against this weapon

Standard Tazer

Manufacturer: Triton Dynamics
Type: Non-Lethal Self-Defense Weapon
Availability: In every pilot's cockpit, distributed to pilots on leave
Space Requirement: Small

Base Damage: 0
Special Attributes: Incapacitating
Incapacitating: If the target fails a Body or Soul roll vs TN 14, they collapse and are unable to act for a number of rounds equal to how much they failed the check by.

Standard Baton

Manufacturer: Multiple suppliers
Type: Non-Lethal Self-Defense Weapon
Availability: In every pilot's cockpit, distributed to pilots on leave
Space Requirement: Small

Base Damage: 2
Special Attributes: Stun
Stun: Damage done by this weapon is non-lethal.

Akh-29 "Griffon" Assault Rifle

Manufacturer: The Akheton Corporation
Type: Assault rifle
Availability: Marines, pilots expected to participate in boarding operations
Space Requirement: Large

Base Damage: 5
Special Attributes: Autofire, Ammo(-1)
Autofire: For every 3 rolled above the necessary to-hit number, the weapon scores an extra hit's worth of damage. All hits must penetrate armor separately.
Ammo(-1): This weapon has enough ammunition for six attacks.

DM-56 "Jouster" LAW

Manufacturer: Dynamic Metamer
Type: Rocket launcher
Availability: Marines, pilots expected to participate in boarding operations against Shivans
Space Requirement: Large

Base Damage: 20
Special Attributes: Area, Ammo(-1)
Ammo(-3): This weapon has enough ammunition for one attack.
Area: This weapon has a blast radius and may hit multiple enemies, or allies near the target.

Extra Equipment

Armor Patches

Manufacturer: Multiple suppliers
Type: Misc. Equipment.
Availability: Marines, pilots expected to participate in boarding operations
Space Requirement: Small

Adds 5 Armor(10 damage absorption) to anyone attaching these to their uniform/flight suit

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