Swapping missiles for taste would this unbalance anything?


Homebrew

Scarab Sages

I personally (you may differ) would prefer in the future tech weapons that nuclear missiles are superseeded in destructive power. To that end I'd like to move them to the lowest damage/highest speed spot and I'm just wondering if this would have any effect I'm missing since they are the only missile with radiation damage. So instead of this . . .

High explosive missile launcher Long 12 4d8 10 4 Limited fire 5
Light plasma torpedo launcher Long 14 3d8 5 5 Limited fire 5
Light torpedo launcher Long 16 2d8 5 4 —
Micromissile battery Long 10 2d6 10 3 Array, limited fire 5
Tactical nuclear missile launcher Long 10 5d8 10 5 Irradiate (low), limited fire 5

Heavy antimatter missile launcher Long 8 10d10 15 12 Limited fire 5
Heavy nuclear missile launcher Long 10 10d8 15 10 Irradiate (medium), limited fire 5
Heavy plasma torpedo launcher Long 12 5d10 10 10 Limited fire 5
Heavy torpedo launcher Long 14 5d8 10 8 Limited fire 5

Antimatter mega-missile launcher Long 6 4d10 × 10 15 25 Limited fire 5
Hellfire torpedo launcher Long 8 2d10 × 10 10 25 Limited fire 5
Nuclear mega-missile launcher Long 8 4d8 × 10 15 20 Limited fire 5
Quantum missile launcher Long 12 2d8 × 10 15 20 Limited fire 5, quantum
Solar torpedo launcher Long 10 2d6 × 10 10 20 Limited fire 5

We'd have

Light plasma missile launcher Long 12 4d8 10 4 Limited fire 5
Tactical nuclear missile launcher Long 14 3d8 5 5 Irradiate (low),limited fire 5
High explosive launcher Long 16 2d8 5 4 —
Micromissile battery Long 10 2d6 10 3 Array, limited fire 5
Light torpedo launcher Long 10 5d8 10 5 Limited fire 5

Heavy antimatter missile launcher Long 8 10d10 15 12 Limited fire 5
Heavy torpedo launcher Long 10 10d8 15 10 Limited fire 5
Heavy plasma torpedo launcher Long 12 5d10 10 10 Limited fire 5
Heavy nuclear missile launcher Long 14 5d8 10 8 Irradiate (medium),limited fire 5

Antimatter mega-missile launcher Long 6 4d10 × 10 15 25 Limited fire 5
Hellfire torpedo launcher Long 8 2d10 × 10 10 25 Limited fire 5
Torpedo mega-missile launcher Long 8 4d8 × 10 15 20 Limited fire 5
Quantum missile launcher Long 12 2d8 × 10 15 20 Limited fire 5, quantum
Solar torpedo launcher Long 10 2d6 × 10 10 20 Limited fire 5

This puts nuclear missiles just above high explosive ones, in the lowest category after you scale up to heavy (where high explosive is not viable) and then gone in capital and above. Where "generic" torpedo's and antimater missiles are the two highest damage dealing devices and 3 new "experimental technologies come into play the hellfire, quantumn and solar missiles. I'd probably also not allow the starhsip operations "nuclear silo" or rename it to something else and remove the radiation property. I just don't like the idea of us finding new weapon types (antimatter for example) yet nuclear just keep such a powerful spot on what is being used.


I'm not sure I'd put heavy or light torpedo launchers above nuclear missiles. Aside from their original stats in the book, they also sound like they're a sub-nuclear munition just from the name.

I'm on the fence about whether a plasma based explosive would be stronger than a nuclear explosive. My knowledge of plasma is somewhat sketchy, but I believe it's just an energetic state of matter, and I'm fairly sure that a nuclear explosion has enough energy to convert matter into plasma, which makes me think it's probably not "stronger" than a nuclear weapon.

Hellfire/Quantum/Solar is just stuff you're making up, so no reason why those couldn't be stronger than nuclear, if you so desire.

Antimatter is definitely many orders of magnitude more energetic than a nuclear reaction. I guess we can presume that in the Starfinder reality, they've solved the expense of making and containing it, and have figured a containment method that's safe enough to have the weapons be fairly common.

Scarab Sages

Pantshandshake wrote:

I'm not sure I'd put heavy or light torpedo launchers above nuclear missiles. Aside from their original stats in the book, they also sound like they're a sub-nuclear munition just from the name.

I'm on the fence about whether a plasma based explosive would be stronger than a nuclear explosive. My knowledge of plasma is somewhat sketchy, but I believe it's just an energetic state of matter, and I'm fairly sure that a nuclear explosion has enough energy to convert matter into plasma, which makes me think it's probably not "stronger" than a nuclear weapon.

Hellfire/Quantum/Solar is just stuff you're making up, so no reason why those couldn't be stronger than nuclear, if you so desire.

Antimatter is definitely many orders of magnitude more energetic than a nuclear reaction. I guess we can presume that in the Starfinder reality, they've solved the expense of making and containing it, and have figured a containment method that's safe enough to have the weapons be fairly common.

Just to be clear Hellfire, Solar and Quantumn are all official capital class missiles.

I can see why you would view the torpedo's as sub-nuclear. To me I felt that was represented by the high munitions and micro missiles in the light category. Its the antimatter vs nuclear that is part of why I want to move them down e.g. in heavy nuclear does 10d8 while antimatter does 10d10 damage which is not all that much more impressive. However if you move it down to where the Heavy Torpedo launcher is then it only does 5d8 half of an equivalent anti-matter torpedo.


It sound like you're just reskinning the various launcher weapons and then moving the irradiate property around.

So, personal preference on the names and not really changing much.

Scarab Sages

Garretmander wrote:

It sound like you're just reskinning the various launcher weapons and then moving the irradiate property around.

So, personal preference on the names and not really changing much.

That's what I thought but I'm not sure how much special properties affect things.

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