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==='''MEDIUM RANGE MISSILES''' [MRMs] (Starfighter scale for attack rolls to hit)=== These make up the bulk of the UN Spacy missile armaments (also, these have the standard range of all Star Wars Starfighter missiles I have come across, so these are also the "bulk" of Star Wars missile armaments). Intended for medium- to long-range engagements between mecha and small ships, these missiles are usually mounted externally on hardpoints in groups of 1 to 3 missiles and launched in the initial seconds of combat. : Space range: 1/3/7<br />Atmosphere Range: 50-100/300/700m<br />Cost: 300 credits per missile without the warhead. *'''High Explosive''' (light): (Counts as a standard Concussion missile but Walker scale damage) : Damage: 8D<br />Blast Radius: 20ft/6.1m<br />Cost: 400 credits per missile. *'''High Explosive''' (med.): (Counts as a standard Concussion missile but Starfighter scale damage) : Damage: 8D<br />Blast Radius: 20ft/6.1m<br />Cost: 500 credits per missile (like a standard concussion missile). *'''High Explosive''' (heavy): (Counts as standard Concussion missile, but Capital scale damage) : Damage: 8D<br />Blast Radius: 30ft/9.1m<br />Cost: 600 credits per missile. *'''High Explosive''' (x-heavy!)*: (Counts as standard Concussion missile but DEATH STAR scale damage) : Damage: 8D<br />Blast Radius: 30ft.9.1m<br />Cost: 900 credits per missile. *'''Proton Torpedo''' (med.): : Damage: 9D (same as a standard Star Wars proton torpedo)<br />Blast Radius: 30ft/9.1m<br />Cost: 800 credits per missile. *'''Fragmentation '''(med.): (Meant to cover a larger blast area than high explosives, as it sends shrapnel outwards upon impact and explosion) : Damage: 8D<br />Blast Radius: 40ft/12.2m<br />Cost: 600 credits per missile. *'''Fragmentation '''(heavy): (Meant to cover a larger blast area than high explosives, as it sends shrapnel outwards upon impact and explosion) : Damage: 8D<br />Blast Radius: 50ft/15.2m<br />Cost: 700 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: 15ft/4.6m<br />Cost: 650 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: 20ft/6.1m<br />Cost: 750 credits per missile. *'''Plasma/Napalm '''(med.): : Damage: 8D (roll 1D6; roll damage for this many rounds as it keeps burning)<br />Blast Radius: 40ft/12.2m<br />Cost: 700 credits per missile. *'''Plasma/Heat '''(heavy)*: : Damage: 8D (roll 1D6; roll damage for this many rounds as it keeps burning)<br />Blast Radius: 40ft/12.2m<br />Cost: 800 credits per missile. *'''Multi-Warhead''' (light): (This missile actually carries several smaller missiles within. Can carry four Mini missiles. OPTION 1- Uses the Multi-Warhead missile's range to get near a target, then launches the smaller missiles which then use their own ranges to reach a target. If this is done, each missile does it's own separate damage. OPTION 2- The M.W. can also hit a target as a whole missile, stacking the damage done by the individual warheads as one damage roll. In that case, damage equals the missile type +3D, and uses the given Blast Radius. To use first option, M.W. MUST be taken as a Smart Bomb or Smart Missile, where the smaller missiles will acquire targets on their own. Second option can be used either way : Damage: Varies according to what warheads are used. Either four individual damage rolls, or one damage roll +3D.<br />Blast Radius: 20ft/6.1m<br />Cost: 500 credits per missile, plus the cost of the other missiles installed inside. *'''Multi-Warhead '''(heavy)*: (This missile actually carries several smaller missiles within. Can carry four Short ranged missiles, or eight Mini missiles. OPTION 1- Uses the Multi-Warhead missile's range to get near a target, then launches the smaller missiles which then use their own ranges to reach a target. If this is done, each missile does it's own separate damage. OPTION 2- The M.W. can also hit a target as a whole missile, stacking the damage done by the individual warheads as one damage roll. In that case, damage equals the missile type +3D, and uses the given Blast Radius. To use first option, M.W. MUST be taken as a Smart Bomb or Smart Missile, where the smaller missiles will acquire targets on their own. Second option can be used either way : Damage: Varies according to what warheads are used. Either four individual damage rolls, or one damage roll +3D.<br />Blast Radius: 40ft/12.2m<br />Cost: 700 credits per missile, plus the cost of the other missiles installed inside. *'''Smoke '''(colors available): : Damage: None; can make a 40mile/64.3km smoke trail, and/or smoke an area equal to the blast radius on impact.<br />Blast Radius: 40ft/12.2m<br />Cost: 350 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: 40ft.12.2m<br />Cost: 400 credits per missile.
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