Component:bmag
In Game Description
Magazines hold the ammunition for the warship and can carry multiple types of ammunition all at once.
Destruction of the magazine will result in all stored ammunition rendered unusable until repaired.
Magazines are especially vulnerable to fires and have a chance to catastrophically explode, dealing extreme damage to a ship's internals.[1]
Stats
| Bulk Magazine | |
|---|---|
| Cost | 20 pts [1x Compounding][2] |
| Dimensions | 1x1x1 (Tiling Compartment)[3] |
| Hitpoints | 100 |
| Hitpoints to Function | 10 |
| Damage Threshold | 25 |
| Mass | 1 Tonnes |
| Catastrophic Event Prob. (Magazine) | 10% |
| DC Priority | Medium |
| Storage Capacity | Tiling (15m3 per 1x1x1) |
| Storage restrictions? | None[4] |
Lore
Absolutely the most dangerous part of the ship in combat, hands down. You're in a room lined with high grade explosives and ammunition while the enemy is using their own high-grade explosives against you.
Because of this, crewmen relegated to magazine duty often develop a unique form of gallows humor, always talking about how easy it is for the ship to go up in flames and often hiding the FPE from their fellow ordinance specialists as a "prank".
- T. Meadows, LT
- ↑ This critical is mitigated so long as the magazine is empty.
- ↑ Magazines compound differently to other compounding modules: If a ship has only one magazine of any magazine type installed, it costs 0 pts. If a ship has more than one magazine including all types installed, the most expensive costs 0 pts, and all others cost their listed cost and do not exponentially compound.
- ↑ "Tiling" Compartments, when placed in compartments larger than the listed component size, scale their capacity by the x, y, and z of the compartment they are mounted to. Not all stats scale with tiling.
- ↑ Magazines can hold any munition in the game for campaign reasons, including those that can never be loaded from magazines (CM4 containers, for instance)


