I have heard many people complain about the low power and high cost of missiles in mongoose edition so I have rebalanced all the missiles and added many of my own.
Basic missile – 1d6 damage – 2,000 Cr. - TL 6
Nuclear Fission bomb – 4d6 + 2 rad. hits – 30,000 Cr. - TL 6
Nuclear Fusion bomb – 6d6 +1 rad. Hit – 30,000 Cr. - TL 8
Long Range missile – 1d6-1 – 3,000 Cr. - TL 7 – Thrust 15 rather than 10
Multiple warhead missile – 1d6x1d6 – 14,000 – TL 8 – Thrust 8
Shockwave missile – polarizes sand clouds deployed this turn, rendering them useless – 12,000 Cr. - TL 10
Chaff missile – Deploys a variety of radar reflective strips, hot particles and a small grav pulse that forces a ship to make a comms/sensors check for ANY exterior operation and at a -1 DM (excluding NAZ) or -2 for very high quality versions – TL 10 – 11,000 Cr. - 50,000 Cr.
Antipersonnel missile – This covers a variety of fire bombs, gas missiles, and fragmentation bombs. AP missiles do nothing when the target still has hull remaining, however once it is breached, the missile can cause significant damage to the crew, however the method. - 1d3 crew hits – 5,000 Cr. - 10,000 Cr. - TL 6+
Armour piercing missile – 1d6-1 damage, ignores 2 Armour – 8,000 Cr. - TL 8
Empty missile – A missile that is nothing more than a engine and a compartment
Drop pod missile – A missile designed to safely carry a small drone to the surface of most planets – 2,500 Cr. - TL 7
Hologram missile – This missile will display any hologram it is programmed with at its predetermined destination until it runs out of power (2 weeks normally) – 8,000 Cr. - TL 11, 12, 13
Relay missile – A simple missile with a radio repeater and a narrow cast relay – 7,000 Cr. - TL 19
Operator Guided missile – Can only be used at short range – operator can add his dex mod to the final to-hit roll as well as the bonus from the initial launch – 6,500 Cr. - TL 7
Ortillery missile – 5d6+6 damage – 17,000 Cr. - TL 9 – Thrust 2, 4 turns endurance
Jump-breaker missile – Missile suffers a -8 to all jump rolls this turn – 100,000 Cr. - TL 13
EMP missile, Mk1 – This missile emits a EM pulse that shuts down unshielded electronics for 1d3+2 star ship rounds (electronics in the engineering bay are always shielded – 13,000 Cr. - TL10
EMP missile, Mk2 – As Mk 1 but destroys unshielded electronics – 30,000 Cr. - TL 11 – Generally illegal to posses
Flair round – -2 to all lock on attempts this turn – TL6 – 3,500 Cr.
Flack missile – 1d4 damage to all fighters/bombers within 250m – TL7 – 8,000 Cr.
Stealth modification, Mk1 – This modification includes radar reflective skin and interior EM dampening systems well as a modified propellent system. Stealth forces a ship to make a sensors check every turn the missile is in flight at a -2 or a -4 if only using passive sensors. Due to the nonstandard shape and additional material damage is reduced by 1. can't be mounted on fission bombs - +5,000 Cr. - TL 8
Stealth modification, Mk2 – As Mk 1, but contains a grav fuzzer to jam densometers as well. Can be mounted on all weapons reduces damage by 1 - +6,000 Cr. - TL 10
Stealth modification, Mk3 – As Mk 1 but does not reduce damage. - +8,000 Cr. - TL 11
Stealth modification, Mk4 – As Mk 2 but does not reduce damage - +10,000 Cr. - TL 12
Vislight Chameleon – Stealth hides a missile electronically, however on some rare occasions it can be desirable to make invisible missiles - +15,000 Cr. - TL 8
“Smart” modification – may keep making attacks until destroyed, can be applied to any missile – x2 cost – TL 8 minimum
“Genius” modification – as “Smart” but with a +1 to hit – x3 cost – TL 10 minimum
Protected circuit modification – Protects smart missiles from jamming and all missiles from EMPs – 2,000 Cr. – TL 8 min
Grapple line – Close range or shorter – see scoundrel for details – 250,000 Cr. Each (reusable) – TL 9
Basic missile – 1d6 damage – 2,000 Cr. - TL 6
Nuclear Fission bomb – 4d6 + 2 rad. hits – 30,000 Cr. - TL 6
Nuclear Fusion bomb – 6d6 +1 rad. Hit – 30,000 Cr. - TL 8
Long Range missile – 1d6-1 – 3,000 Cr. - TL 7 – Thrust 15 rather than 10
Multiple warhead missile – 1d6x1d6 – 14,000 – TL 8 – Thrust 8
Shockwave missile – polarizes sand clouds deployed this turn, rendering them useless – 12,000 Cr. - TL 10
Chaff missile – Deploys a variety of radar reflective strips, hot particles and a small grav pulse that forces a ship to make a comms/sensors check for ANY exterior operation and at a -1 DM (excluding NAZ) or -2 for very high quality versions – TL 10 – 11,000 Cr. - 50,000 Cr.
Antipersonnel missile – This covers a variety of fire bombs, gas missiles, and fragmentation bombs. AP missiles do nothing when the target still has hull remaining, however once it is breached, the missile can cause significant damage to the crew, however the method. - 1d3 crew hits – 5,000 Cr. - 10,000 Cr. - TL 6+
Armour piercing missile – 1d6-1 damage, ignores 2 Armour – 8,000 Cr. - TL 8
Empty missile – A missile that is nothing more than a engine and a compartment
Drop pod missile – A missile designed to safely carry a small drone to the surface of most planets – 2,500 Cr. - TL 7
Hologram missile – This missile will display any hologram it is programmed with at its predetermined destination until it runs out of power (2 weeks normally) – 8,000 Cr. - TL 11, 12, 13
Relay missile – A simple missile with a radio repeater and a narrow cast relay – 7,000 Cr. - TL 19
Operator Guided missile – Can only be used at short range – operator can add his dex mod to the final to-hit roll as well as the bonus from the initial launch – 6,500 Cr. - TL 7
Ortillery missile – 5d6+6 damage – 17,000 Cr. - TL 9 – Thrust 2, 4 turns endurance
Jump-breaker missile – Missile suffers a -8 to all jump rolls this turn – 100,000 Cr. - TL 13
EMP missile, Mk1 – This missile emits a EM pulse that shuts down unshielded electronics for 1d3+2 star ship rounds (electronics in the engineering bay are always shielded – 13,000 Cr. - TL10
EMP missile, Mk2 – As Mk 1 but destroys unshielded electronics – 30,000 Cr. - TL 11 – Generally illegal to posses
Flair round – -2 to all lock on attempts this turn – TL6 – 3,500 Cr.
Flack missile – 1d4 damage to all fighters/bombers within 250m – TL7 – 8,000 Cr.
Stealth modification, Mk1 – This modification includes radar reflective skin and interior EM dampening systems well as a modified propellent system. Stealth forces a ship to make a sensors check every turn the missile is in flight at a -2 or a -4 if only using passive sensors. Due to the nonstandard shape and additional material damage is reduced by 1. can't be mounted on fission bombs - +5,000 Cr. - TL 8
Stealth modification, Mk2 – As Mk 1, but contains a grav fuzzer to jam densometers as well. Can be mounted on all weapons reduces damage by 1 - +6,000 Cr. - TL 10
Stealth modification, Mk3 – As Mk 1 but does not reduce damage. - +8,000 Cr. - TL 11
Stealth modification, Mk4 – As Mk 2 but does not reduce damage - +10,000 Cr. - TL 12
Vislight Chameleon – Stealth hides a missile electronically, however on some rare occasions it can be desirable to make invisible missiles - +15,000 Cr. - TL 8
“Smart” modification – may keep making attacks until destroyed, can be applied to any missile – x2 cost – TL 8 minimum
“Genius” modification – as “Smart” but with a +1 to hit – x3 cost – TL 10 minimum
Protected circuit modification – Protects smart missiles from jamming and all missiles from EMPs – 2,000 Cr. – TL 8 min
Grapple line – Close range or shorter – see scoundrel for details – 250,000 Cr. Each (reusable) – TL 9