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==='''SHORT RANGE MISSILES''' [SRMs] (Walker scale for attack rolls to hit)=== These are intended as anti-mecha armaments for use in close-range engagements and fighter combat. They are small enough that groups of them can be mounted in clusters on a single hardpoint, or inside the hull of a fighter where they are protected until needed. SRMs are NOT available as smart bombs. : Space Range: 1/3/5<br />Atmosphere Range: 30-100/300/500m<br />Cost: 200 per missile without the warhead. *'''High Explosive''' (light): (Counts as a standard Concussion missile but Walker scale damage) : Damage: 8D<br />Blast Radius: 10ft/3m<br />Cost: 300 credits per missile. *'''High Explosive''' (med.): (Counts as a standard Concussion missile but Starfighter scale damage) : Damage: 8D<br />Blast Radius: 15ft/4.6m<br />Cost: 400 credits per missile. *'''High Explosive''' (heavy): (Counts as standard Concussion missile, but Capital scale damage) : Damage: 8D<br />Blast Radius: 20ft/6.1m<br />Cost: 500 credits per missile. *'''High Explosive''' (x-heavy!): (Counts as standard Concussion missile but DEATH STAR scale damage) : Damage: 8D<br />Blast Radius: 25ft/7.6m<br />Cost: 800 credits per missile. *'''Proton Torpedo:''' : Damage: 9D<br />Blast Radius: 20ft/6.1m<br />Cost: 700 credits per missile. *'''Fragmentation '''(light): (Meant to cover a larger blast area than high explosives, as it sends shrapnel outwards upon impact) : Damage: 8D<br />Blast Radius: 20ft/6.1m<br />Cost: 400 credits per missile. *'''Fragmentation '''(heavy): (Meant to cover a larger blast area than high explosives, as it sends shrapnel outwards upon impact) : Damage: 8D<br />Blast Radius: 30ft/9.1m<br />Cost: 600 credits per missile. *'''Armor Piercing '''(med.): : Damage: 8D (roll twice for damage; once against hull at full dice, next against hull at -1D)<br />Blast Radius: 5ft/1.5m<br />Cost: 550 credits per missile. *'''Armor Piercing''' (heavy): : Damage: 8D (roll twice for damage; once against hull at full dice, next against hull at -1D)<br />Blast Radius: 5ft/1.5m<br />Cost: 650 credits per missile. *'''Plasma/Napalm''' (med.): : Damage: 8D (roll 1D6; roll damage for this many rounds as it keeps burning)<br />Blast Radius: 15ft/4.6m<br />Cost: 600 credits per missile. *'''Plasma/Napalm''' (heavy) : Damage: 8D (roll 1D6; roll damage for this many rounds as it keeps burning)<br />Blast radius: 25ft/7.6m<br />Cost: 700 credits per missile. *'''Tear Gas:''' : Damage: 1D impact if someone gets hit by the missile; Very Difficult stamina roll per combat round for anyone in the blast radius and/or whoever gets caught in the gas, whether stationary or if the gas cloud moves (GM's discretion!). Failed roll means temporary "Wounded" result. Three failed rolls and characters are "Incapacitated", but still conscious, just unable to move due to effects of the gas. Effects last until the gas clears out, +3D rounds. (NOTE: People have been known to get used to tear gas! For every exposure to tear gas, drop the difficulty by one, but never lower than Medium difficulty)<br />Blast Radius: 10ft/3m<br />Cost: 500 credits per missile. *'''Knock-Out Gas:''' : Damage: 1D impact if someone gets hit by the missile; 6D effect like a stun grenade to anyone caught in the blast radius of the gas.<br />Blast Radius: 10ft/3m<br />Cost: 450 credits per missile. *'''Smoke '''(colors available): : Damage: None; can make a 1 mile/ 1.6km smoke trail, and/or smoke an area equal to the last radius on impact.<br />Blast Radius: 20ft/6.1m<br />Cost: 250 credits per missile. *'''Fire Retardant:''' : Damage: None (Technically; used for putting out fires. If Players/GMs would like a straight-forward strength/damage to use against a fire, use 7D. Can be used to put out Plasma/Napalm/Heat missiles)<br />Blast Radius: 20ft/6.1m<br />Cost: 300 credits per missile.
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