Dilgar Weapon Systems

Last updated on 2/17/98


 Heavy Bolter

The primary heavy weapon of the Dilgar fleet, the Heavy Bolter is uni-pulse type discharge weapon. Damage, range and fire control are all superior to pulse weapons used by the Earth Alliance. However, it lacks the multiple shot capability of the Twin Pulse Cannon and Basic Pulse Cannon and has no interception capability.

This weapon was ultimately re-engineered by Earth Force to combine its heavier damage potential with more pulses per arming thus producing the Heavy Pulse Cannon that later appeared on the Earth Alliance Omega.

Weapon Specification

Damage: 15
Range Penalty: -1 per 2 hexes
Fire Control: +4/+2/+0
Intercept Rating: N/A
Recharge: 2 Turns
Power: 4

Special Notes: This weapon fires only in Standard mode; it cannot use Raking, Piercing or Sustained modes.


 Plasma Torch

The Dilgar's reliance on fighters as primary combatants created a need for a ship-killing weapon. The Dilgar fighters were quite capable of severely damaging opposing vessels and stripping away their outer structural systems. However, fighters could not deal with larger vessels, with their heavily armored primary systems. Therefore the Dilgar created the Plasma Torch. A powerful, but woefully, short-ranged weapon that projects a stream of plasma in a manner similar to a flame-thrower. The Plasma Torch was meant to be a point blank weapons system, which would be used by light, fleet units, following massed fighter sweeps to finish off heavily damaged non-maneuvering targets.

 Weapon Specification

Damage: 2d6 -2 per hex
Range Penalty: -2 per hex
Fire Control: +4/+3/-6
Intercept Rating: N/A
Recharge: 3 Turns
Power: 2

Special Notes: This is a Plasma weapon, suffering a penalty of -1 damage per hex of range, but ignoring 50% of the target's armor

Special Rules: The Plasma Torch may be fired in Sustained Mode under the standard rule book guidelines.


 Particle Discharge Cannon

Primary light weapon of the Dilgar fleet, this weapon was developed in reaction to the success of their own fighter design. It being felt that sooner or later opposing fleets would field their own comparable fighters and that massed light defenses would be the simplest counter. Similar to other race’s light particle weapons, this system has one of the more advanced fire control systems of the time.

 Weapon Specification

Damage: 1d6+3
Range Penalty: -2 per hex
Fire Control: +3/+3/+5
Intercept Rating: -1
Recharge: 1 Turns
Power: 1

Special Rules: The Particle Discharge Cannon can fire twice per round offensively but only once if used in the intercept roll.

Special Notes: This weapon fires only in Standard mode; it cannot use Raking, Piercing or Sustained modes.


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