Holocron

Ammunition

Starships of the Galaxy · Equipment

Tertiary and quaternary weapons require ammunition. Values in brackets apply to Huge and larger ships.

Tertiary Ammunition. The ammunition for tertiary weapons varies based on the specific type of launcher attached to the hardpoint.

Quaternary Ammunition. The ammunition for quaternary weapons, while fire-able by the same bomb deployer, vary greatly in function. Regardless of their function, all quaternary ammunition has 1 hull point and an AC of 20. Upon destruction, all quaternary ammunition detonates. The damage value is appropriate for Tiny-Large ships, while the value in parentheses is appropriate for Huge-Gargantuan ships.

Ammunition Descriptions

Bomblets

When a bomblet detonates, each ship within 50 [100] feet must make a Dexterity saving throw (DC 15). A ship takes 1d10 [2d10] energy damage on a failed save, or half as much on a successful one.

Conner Net

On a failed saving throw for a missile or upon detonation for a mine, a conner net deploys on the target, which must make a Constitution saving throw (DC 15). On a failed save, the ship is stunned for 1 minute. As an action on each of their turns, a crewmember can have the ship repeat the saving throw, ending the effect on a success.

DISCORD MISSILE

On a failed saving throw, the missile deploys pistoeka sabotage or “buzz” droids on the target. At the end of each of the target ship’s turns, the target ship gains one level of system damage if the target is medium or smaller [large or smaller]. As an action on each of their turns, a crewmember can have the ship attempt their choice of a dexterity or constitution saving throw (DC 15), ending the effect on a success.

EMP Bomb

When an EMP bomb detonates, each ship within 150 [300] feet must make a Constitution saving throw (DC 15). On a failed save, a ship is stunned for 1 minute. As an action on each of their turns, a crewmember can have the ship repeat the saving throw, ending the effect on a success.

Flechette Torpedo

A Flechette torpedo detonates at a point within range, creating a 200 (400) foot cube of difficult terrain. Any ship entering or starting their turn in this area must succeed at a Dexterity saving throw (DC 15) or take 1d8 [2d8] kinetic damage.

Glop Bomb

When a glop bomb detonates, each ship within 50 [100] feet must make a Dexterity saving throw (DC 15). On a failed save, a ship is blinded for 1 minute. As an action on each of their turns, a crewmember can have the ship repeat the saving throw, ending the effect on a success. Ships larger than you have advantage on their saving throw.

Gravity Bomb

Rather than exploding on contact, gravity bombs detonate any time a ship comes within range of it. When a gravity bomb detonates, it attaches itself to the closest ship hull within 50 [100] feet, creating a mass shadow centered on the ship with a radius of 50 feet that lasts for 10 minutes. A ship can attempt to dislodge the gravity bomb at the beginning of each ship turn by making a Strength saving throw (DC 15). Any Large or smaller [Gargantuan or smaller] ships with an attached gravity bomb are unable to activate their hyperdrives.

Gravity Mine

Rather than exploding on contact, gravity mines detonate any time a ship comes within range of it. When a gravity mine detonates, it creates a mass shadow centered on the point of detonation with a radius of 50 [100] feet that lasts for 10 minutes. Any ships touching this mass shadow are unable to activate their hyperdrives.

Proton Bomb

When a proton bomb detonates, each ship within 100 [200] feet must make a Dexterity saving throw (DC 15). A ship takes 4d10 [8d10] energy damage on a failed save, or half as much on a successful one.

Proximity Mine

Rather than exploding on contact, proximity mines detonate any time a ship comes within range of it. When a proximity mine detonates, each ship within 100 [200] feet must make a Dexterity saving throw (DC 15). A ship takes 2d10 [4d10] fire damage on a failed save, or half as much on a successful one.

Pulse Bomb

When a pulse bomb detonates, each ship within 200 [400] feet must make a Constitution saving throw (DC 15). A ship takes 2d10 [4d10] ion damage on a failed save, or half as much on a successful one. Additionally, on a failed save, it is ionized for 1 minute. As an action on each of their turns, a crewmember can have the ship repeat the saving throw, ending the effect on a success. Ships larger than you have advantage on their saving throw.

Seismic Charge

When a seismic charge detonates, each ship within 150 [300] feet must make a Dexterity saving throw (DC 15). A ship takes 1d10 [2d10] kinetic damage on a failed save, or half as much on a successful one.

S-Thread Tracer

On a failed saving throw, the missile latches an S-thread tracer onto the target. When making an Intelligence (Probe) check to detect the S-threaded ship's hyperspace travel, its angle of departure can be detected on a roll of 15 instead of 25.