Fusion nuclear missiles

The fusion nuclear missiles need to be fired using one of the torpedo tubes. Because the tubes are not usually calibrated for nuclear payloads, this required a tech and mechanical skill roll of difficulty 11. Each roll takes 2 turns but may be performed at the same time by different people.

To determine the damage of the nuclear missiles a normal attack roll is made.
The difference between the attack and defense roll is determined. The damage is equal to a number of d12W equal to this difference.

For example: If the attack is made with a roll of 11 and the defense roll is 7, the missile does 4d12 W damage. No other damage is dealt and armor does apply as normal.

Area damage: a nuclear strike deals damage in a large area. Each ship within capital range of the original target is dealt damage equal to the original target – 1D12. Each ship within short scan range receives half of this damage. Only ships within long scan range or further receive no damage from the attack.

Fusion nuclear missiles

uncharted frontier Smiling_ST