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Void Drifters · Ships

Weapons, Shields, and Defense

This chapter is the hardware reference for ship weapons and defenses: mounts, weapon families, every weapon's statistics, every weapon tag, ammunition and ordnance prices, Deflection, and every defense system with its price. How to fire, resolve damage, and spend results is in Chapter 15. Weapon names and numbers follow The Starship Armory, except where an entry here notes a Void Drifters difference.

Hardpoints and Mounts

A hull carries weapon mounts, each of a fixed size. Hardpoint capacity is counted in hardpoint points: a Light mount is 1 point, Standard 2, Heavy 3, Capital 4. When this book gives a hull's hardpoints as one number, the number is points. Stat blocks list mounts by size.

Mount Hardpoint points Minimum hull Scale Typical weapons
Light 1 1 Fighter guns, point defense, small turrets
Standard 2 3 Ship guns, missile racks, beam batteries, ion emitters
Heavy 3 4 Mass drivers, torpedoes, lances, heavy plasma
Capital 4 6 Capital lances, fleet torpedoes, capital batteries
Strategic Bespoke 7 Station-killers and bombardment arrays; sovereign navies only, never sold
  • Fit. A weapon fits a mount of its own size or larger. A Light weapon in a Standard mount uses the whole mount.
  • Mounts do not pool. Three Light mounts do not take a Heavy weapon. Changing a mount's size is a yard rebuild: time and checks in Chapter 10, Changing Hardpoints; price in Chapter 12, Hardpoints.
  • Oversized mount. A hull may carry one weapon one size above its largest normal mount. The weapon is Fixed Forward, costs 1 extra hardpoint point, and gains Recoil. A ground or hover vehicle carries weapons as if it were one Scale larger (Chapter 9).
  • Below Scale minimum. Apart from the one oversized mount, fitting a weapon on a hull below its Scale minimum is a jury-rig: a Severe Craft check with 1 Trial Die upgraded to a Crisis Die. A success fits it with at least one complication. A Calamity may wreck the mounting point or injure the crew.
  • Scale 8 to 10. Empire-level warships and war stations of Scale 8 to 10 are always military and are detailed in another book. The GM builds them as needed; this book gives no figures for them.
Weapon mount sizes on a warship hull

Weapon Families

Family Damage Strengths Costs Stopped by
Kinetic Hull, often with Pierce Low Heat and Power; reliable against Armor Ammunition; Recoil Armor; the Gravitic Deflection Field; 1 point of a Military Screen Array
Guided Ordnance High Hull; payloads Long range; the most damage for the mount Every round costs money; needs a lock; Slow-Firing on heavy launchers Point defense, ECM, chaff
Beam Hull Accurate; no ammunition; Precision High Heat; Signature Bloom Screens, then Armor
Plasma High Hull, Pierce, Scorch The heaviest damage for the mount Very high Heat and Power; short range; Volatile Screens (Thermal best), then Armor; distance
Disruption System Damage (Ion) Puts a ship out of control without destroying it Little Hull damage Half of the target's Armor; automatic damage control
Gravitic and Phase Hull that ignores Armor or screens; drift Bypasses a defensive layer; stops jumps Price, legality, Heat, Volatile Evasion; the Phase Veil; 1 point of a Military Screen Array against phase

Choosing a weapon. Across the line a Light weapon deals about 3 damage, a Standard weapon about 5, a Heavy weapon about 9, and a Capital weapon about 18. Per hardpoint point that is about 3 for Light and Heavy weapons, 2.6 for Standard weapons, and 4.4 for Capital weapons: a Standard mount costs twice the points of a Light mount for about one and two-thirds the damage. What a Standard weapon adds is reach (most fire at Long) and one larger hit, which loses less to Armor. Two identical Light weapons fired as a battery (Chapter 15) do about as well as one Standard weapon at Short and Medium range when the gunner has support. Because each gunner fires one weapon or one battery a round, a ship's crew limits its firepower as much as its mounts do.

Weapon families on a firing range

Weapon Statistics

Damage is the Hull Damage of a hit with one Success; each Success beyond the first adds 1 (Chapter 15). "Sys" is System Damage. Price is for the weapon alone; fitting it is priced in Chapter 12, and ammunition below. Availability uses the four tiers of Chapter 12: Open, Licensed, Restricted, Military.

Kinetic

Weapon Mount Scale Min Range Damage Crit Heat Power Ammo Price Avail Tags
Light Rotary Cannon Light 1 Short–Medium 3 4 1 1 Limited Ammo 40 6,000 Open Auto-Fire, Point Defense 1, Recoil (minor)
Autocannon Light 1 Short–Medium 4 4 1 1 Limited Ammo 20 9,000 Licensed Pierce 1, Recoil
Pintle Gun Light 1 Long 12 (personal scale) 3 0 0 Limited Ammo 10 2,500 Licensed Personal Scale, Auto-Fire, Pierce 1
Railgun Battery Standard 3 Medium–Long 5 3 1 2 Limited Ammo 16 22,000 Licensed Pierce 1, Recoil
Flak Cannon Standard 3 Short 4 5 1 1 Limited Ammo 24 14,000 Open Point Defense 2, Anti-Fighter, Scatter
Tank Gun Standard 3 Medium–Long 6 3 1 1 Limited Ammo 30 30,000 Military Ground, Pierce 2, Blast 2, Slow-Firing 1
Heavy Mass Driver Heavy 4 Medium–Long 9 3 2 2 Limited Ammo 8 90,000 Military Pierce 2, Armor Breaker, Recoil, Slow-Firing 1
Capital Mass Driver Capital 6 Long–Extreme 16 3 2 3 Limited Ammo 4 450,000 Military Pierce 3, Armor Breaker, Recoil, Slow-Firing 2, Signature Bloom 2, Restricted

Guided Ordnance

Weapon Mount Scale Min Range Damage Crit Heat Power Ammo Price Avail Tags
Micro-Missile Pod Light 1 Short–Medium 3 per missile 4 1 1 Limited Ammo 8 8,000 Licensed Lock-On, Tracking, Interceptable, Salvo 2
Light Missile Rack Standard 3 Long 6 3 1 1 Limited Ammo 6 18,000 Licensed Lock-On, Tracking, Interceptable, Payload
Salvo Missile System Heavy 4 Long 5 per missile 3 2 2 Limited Ammo 12 75,000 Military Lock-On, Tracking, Interceptable, Salvo 4, Saturation
Torpedo Launcher Heavy 4 Extreme 12 2 1 2 Limited Ammo 4 110,000 Military Lock-On, Tracking, Interceptable, Slow-Firing 1, Heavy Payload
Capital Torpedo Battery Capital 6 Extreme 22 2 1 3 Limited Ammo 4 600,000 Military Lock-On, Tracking, Interceptable, Slow-Firing 2, Capital Killer, Restricted, Authority Heat

A capital torpedo's lock can be broken only on a Hard check (Chapter 15, Break Lock).

Beam

Weapon Mount Scale Min Range Damage Crit Heat Power Ammo Price Avail Tags
Point-Defense Laser Light 1 Short 2 5 2 1 None 7,000 Open Point Defense 1, Accurate 1, Cooldown
Light Laser Cannon Light 1 Short–Medium 3 3 2 1 None 10,000 Licensed Accurate 1, Linked 1
Laser Battery Standard 3 Medium 5 3 3 2 None 24,000 Licensed Accurate 1, Precision, Signature Bloom 1
Cutting Beam Standard 3 Short–Medium 3 + 2 Sys 3 3 2 None 20,000 Open Accurate 1, Precision, Boarding Support
Particle Lance Heavy 4 Medium–Long 10 3 4 3 None 120,000 Military Accurate 1, Precision, Power Draw, Cooldown, Signature Bloom 2
Capital Lance Array Capital 6 Long 18 3 5 4 None 500,000 Military Accurate 1, Precision, Power Draw, Cooldown, Concentrated Fire, Signature Bloom 3

Plasma

Weapon Mount Scale Min Range Damage Crit Heat Power Ammo Price Avail Tags
Plasma Blaster Light 1 Short 4 4 3 2 Reactor 9,000 Licensed Close Range (5 at Engaged), Scorch 1, Heat Surge
Plasma Projector Standard 3 Medium 7 4 4 3 Reactor 28,000 Licensed Pierce 1, Close Range (9 at Engaged, 5 at Medium), Scorch 2, Heat Surge, Volatile, Signature Bloom 2
Heavy Plasma Cannon Heavy 4 Long 13 3 5 4 Reactor 130,000 Military Pierce 2, Close Range (16 at Engaged, 10 at Long), Scorch 2, Heat Surge, Volatile, Power Draw, Signature Bloom 3
Capital Plasma Battery Capital 6 Medium 20 3 6 5 Reactor 550,000 Military Pierce 3, Scorch 3, Heat Surge, Volatile, Power Draw, Broadside, Extreme Heat, Signature Bloom 3
A beam battery firing

Disruption

Weapon Mount Scale Min Range Damage Crit Heat Power Ammo Price Avail Tags
Ion Blaster Light 1 Short 3 Sys 4 1 1 None 8,000 Licensed Ion
Ion Pulse Emitter Standard 3 Short–Medium 1 + 4 Sys 4 2 2 None 26,000 Licensed Ion, Disable, Boarding Support
EMP Projector Standard 4 Short 0 + 5 Sys 5 2 3 Capacitor 3 32,000 Military Ion, Area Effect, Overload, Boarding Support, Military Hardening
Heavy Ion Cannon Heavy 4 Medium 2 + 7 Sys 4 3 3 None 100,000 Military Ion, Disable, Overload, Power Disruption, Boarding Support
Disruption Lance Heavy 4 Short–Medium 3 + 6 Sys 4 3 3 None 115,000 Military Ion, Disable, Electronic Attack, Boarding Support, Restricted

The EMP Projector's capacitor recharges 1 charge every 3 rounds, or a crew member recharges 1 charge with an Action and an Average Craft check.

Gravitic, Phase, and Tractor

Weapon Mount Scale Min Range Damage Crit Heat Power Ammo Price Avail Tags
Gravitic Distorter Heavy 4 Medium 5 3 4 4 None 80,000 Military Armor Bypass, Forced Drift, Navigation Damage, Volatile, Restricted, Authority Heat
Phase Lance Heavy 5 Medium 8 3 5 4 None 90,000 Military Screen Penetrating, Phase Shear, Volatile, Restricted, Military Only, Authority Heat
Inertial Shear Projector Capital 6 Medium–Long 12 3 5 5 None 700,000 Military Armor Bypass, Forced Drift, Navigation Damage, Phase Shear, Volatile, Restricted, Military Only, Authority Heat
Slipstream Interdiction System Capital 6 Long–Extreme 0 + 4 Sys — 4 5 4 uses 900,000 Military Interdiction, Navigation Damage, Restricted, Military Only, Authority Heat
Tractor Beam Standard 3 Short — — 2 2 None 30,000 Open Tractor 2
Heavy Tractor Beam Heavy 4 Short–Medium — — 3 3 None 95,000 Licensed Tractor 4

The Gravitic Distorter is scarce: even with Military clearance, finding one is a campaign event. The Inertial Shear Projector's Forced Drift check is Hard, and its Navigation Damage applies on every hit. The Slipstream Interdiction System's System Damage is split between the target's Navigation Suite and Slipstream Drive as the attacker chooses. A Heavy Tractor Beam can pull a held target of Scale 3 or less one range band closer each round.

Boarding and Utility

Weapon Mount Scale Min Range Damage Crit Heat Power Ammo Price Avail Tags
Breaching Charge Array Light 1 Engaged 6 3 0 0 Limited Ammo 4 6,000 Military Pierce 2

Against a target that cannot move (held, docked, out of control), a Breaching Charge Array needs no attack check.

Weapons in The Starship Armory that are not listed here may be used at the GM's discretion.

Weapon Tags

Tag Rule
Accurate N Add N Boon Dice to the attack (counts toward the Boon Limit, Chapter 15)
Anti-Fighter Against missiles, drones, and vehicles of Scale 3 or less, the weapon deals 6 Hull Damage in place of its listed damage. Against a target with Armor 3 or more, it deals half its listed damage. It adds only half the Scale Bane Dice against small targets
Area Effect Make one attack check and apply it to every ship within the weapon's range of the firing ship, friend and foe. Each target applies its own Deflection, screens, and Armor
Armor Bypass Armor and screens do not reduce this weapon's damage
Armor Breaker When the weapon's Hull Damage, before Armor, exceeds the target's Armor by 4 or more, the target also suffers 1 System Damage, or 2 if it exceeds it by 8 or more
Authority Heat The five powers log every use. After an encounter in which the item is used, the power whose space it happened in, and any power whose ships were its target, issues a Border Warrant against the ship. An inspection that finds the item seizes it. Both are consequences in the GM Guide, Chapter Ten
Auto-Fire Add 1 Trial Die to the attack. On a hit, spend 2 Boons for each extra hit, on the same target or another within Short range of it
Blast N Spend 2 Boons: every other vehicle Engaged with the target suffers N Hull Damage
Boarding Support After this weapon hits a ship, checks this round and next to breach its hull, open its hatches, or board it are one step easier
Broadside Fired only from a Broadside arc, and not in a round the ship takes an Evasive Maneuver
Capital Killer +3 damage against a target of Scale 6 or more
Close Range The weapon deals the damage its entry gives at the bands named
Concentrated Fire +3 damage against a target that has already suffered 5 or more Hull Damage this encounter
Cooldown Fired in two consecutive rounds, or as a reaction and an Action in one round, the weapon makes 1 extra Heat
Disable With 3 or more net Successes, name one system on the target (a weapon, the drive, sensors, a screen). It shuts down until the end of the target's next turn
Electronic Attack On a hit, the target's next Jam, Counter-Jam, or Break Lock check and its next point defense check each add 1 Bane Die
Extreme Heat When this weapon fires, every other energy weapon on the ship makes 1 extra Heat on its next shot
Forced Drift On a hit, the target's pilot makes an Average Pilot check (no Action). On a failure the target enters Uncontrolled Drift (Chapter 15)
Ground Built for a planet's surface. It cannot be fitted to a spacecraft or fired in vacuum or free fall
Heat Surge If the ship's Heat is at or above half its Heat Threshold when the weapon fires, the engineer makes an Average Craft check (no Action) or the weapon makes 2 extra Heat
Heavy Payload Payload, with the torpedo column of the Payload table
Interceptable After the attack hits and before damage, the target may use point defense or chaff against it (Chapter 15)
Interdiction A ship hit cannot make a Slipstream jump for 1 round, plus 1 for every 2 net Successes, to a maximum of 3. The effect ends early if the target's engineer succeeds on a Hard Craft check as an Action, or if the target reaches Extreme range of the firing ship. While it lasts, any ship within Short range of the target adds 2 Bane Dice to Slipstream checks
Ion The weapon's System Damage is reduced by half the target's Armor (rounded down) and by nothing else: no screen, no Pierce. A vehicle with no powered systems is not affected
Limited Ammo N N shots before the weapon must be reloaded (Ammunition, below)
Linked N After a hit, spend 2 Boons for each extra hit on the same target, up to N times
Lock-On The weapon needs a Target Lock before it fires (Chapter 15, Target Lock and Guided Weapons)
Military Hardening Military hulls add 2 Bane Dice to this weapon's attacks against them
Military Only Sold by no civilian market anywhere; supplied only by a sovereign navy. Found aboard a civilian ship, it is evidence of theft or worse
Navigation Damage With 3 or more net Successes, the target's Navigation Suite suffers 1 System Damage, and its Slipstream checks add 1 Bane Die until it is repaired
Overload With 4 or more net Successes, Disable names two systems instead of one
Payload The round may carry any warhead from the Payload table, chosen when it is loaded
Personal Scale Deals damage at personal scale (Chapter 3, Vehicle Scale and Character Scale)
Phase Shear With 3 or more net Successes, the target's Defensive Control suffers 1 System Damage, and one screen or active defense the attacker names stops working until a crew member restarts it with an Action
Pierce N Ignore N points of Armor
Point Defense X Fires as a reaction, once a round, to intercept up to X incoming Interceptable attacks (Chapter 15, Point Defense)
Power Disruption When the weapon deals System Damage, the target's engineer makes an Average Craft check (no Action) or the target's Power Capacity is 1 lower until the end of its next turn
Power Draw The weapon draws 1 more Power Load in the round it is first brought to bear on a target
Precision Before rolling, the gunner may aim at one system. The hit deals 2 less Hull Damage and, if any damage gets through, 1 System Damage to that system
Recoil When the ship fires this weapon while taking an Evasive Maneuver, while in Uncontrolled Drift, or from a hull of Scale 3 or less, the pilot's next Pilot check before the end of the next round adds 1 Bane Die
Recoil (minor) As Recoil, but only while the ship is in Uncontrolled Drift or its Sublight Engine has System Damage
Restricted Owning or carrying it without sovereign or military authorization is a crime in all five powers' space. An inspection that finds it seizes it (Tech Seizure, GM Guide, Chapter Ten)
Salvo X One launch fires up to X missiles at one target on one lock. Roll each attack separately; point defense must stop each one separately
Saturation If 3 or more missiles from one salvo hit, the target suffers 1 extra System Damage
Scatter Spend 2 Boons: one other target within Short range of the first suffers half the hit's damage, rounded down, before its own screens and Armor
Scorch N Spend 2 Boons: the target gains N Heat
Screen Penetrating Screens add no Bane Dice against this weapon and do not reduce its damage, except the Military Screen Array's 1 point. Armor applies normally
Signature Bloom N Firing adds N Bane Dice to the ship's Signature Management until the end of the next round (Chapter 7)
Slow-Firing N After firing, the weapon cannot fire for N rounds. A crew member's Reload Action, or 2 Boons from the attack, removes one round
System Damage The weapon's second damage number is System Damage, resolved as Chapter 15, Damage Resolution, describes. The tag adds no other rule
Tracking A guided round that misses attacks again at the end of the next round with the same pool, at 1 less damage, then burns out
Tractor X On a hit the target is held: it cannot move unless its pilot succeeds on a Pilot check against difficulty X (2 is Average, 4 is Severe) as an Action. A target more than 2 Scale larger than the firing ship is not held. Holding a target draws the weapon's Power Load every round
Volatile When the weapon is damaged (a Critical Hit, Target Systems, Precision), the engineer makes an Average Craft check (no Action). On a failure the weapon is offline until repaired. On a Calamity it detonates: the ship suffers Hull Damage equal to half the weapon's listed damage, rounded down, and gains Heat equal to the weapon's Heat

Ammunition, Ordnance, and Payloads

Weapons with Limited Ammo start each fight loaded. Kinetic magazines are reloaded from ship's stores between fights; external racks, pods, and launchers are reloaded in port, or by a suited crew member in ten minutes.

Ammunition Price
Full reload, Light, Standard, or Heavy kinetic weapon 5% of the weapon's price
Full reload, Capital kinetic weapon 10% of the weapon's price
Micro-missile (one round) 400
Light missile (one round) 1,500
Salvo missile (one round) 1,200
Torpedo (one round) 8,000
Capital torpedo (one round) 60,000
Breaching charge (one round) 500
EMP Projector recharge, three charges, in port 1,000
Slipstream Interdiction component set, four uses 90,000, Military
Countermissile Launcher reload, eight interceptors 3,200
Chaff and decoy pods, six charges 600
Defense drone, one replacement 15,000

Light kinetic ammunition is sold at most ports. Heavy kinetic rounds and standard missiles are sold at established ports. Capital ordnance, special warheads, and gravitic components need military supply or specialist contacts.

Payloads

A Light Missile Rack (Payload) and a Torpedo Launcher (Heavy Payload) may load any of these warheads. The price is the round's price times the multiplier.

Payload Light Missile Rack Torpedo Launcher Price Avail
Standard 6 12 ×1 As the launcher
Armor-Piercing 8, Pierce 2 14, Pierce 2 ×1.5 Licensed
Fragmentation 6; 8 against Scale 3 or less; Blast 3 12; 14 against Scale 3 or less; Blast 3 ×1 Open
Breaching 4 + 3 Sys 8 + 6 Sys ×2 Military
EMP 0 + 4 Sys, Ion 0 + 10 Sys, Ion ×2 Military
Incendiary 6, Scorch 2 12, Scorch 2 ×1.5 Licensed
Interdiction No damage; Interdiction No damage; Interdiction ×5 Military
Boarding — No damage; delivers four boarders or one drone to the target at Engaged ×3 Military

For a launcher not listed: Breaching deals two-thirds of the listed damage (rounded down) as Hull Damage and half (rounded down) as System Damage; EMP deals the listed damage less 2 as System Damage. A Boarding torpedo is Interceptable like any other.

Deflection

Deflection is a ship statistic, listed fore / aft. It adds that many Bane Dice to every attack against the ship from the matching facing: the fore value against attacks from the ship's Fore facing, the aft value against attacks from its Aft facing, and the lower of the two against attacks from Port or Starboard. It applies to attacks of every type. It does not reduce damage.

Deflection comes from the ship's Defensive Control system (bought in Chapter 13). Each point of System Damage marked on Defensive Control lowers both values by 1, to a minimum of 0, until repaired.

Screens, ECM, and evasion add their own Bane Dice on top of Deflection, each against what it names, and only screens reduce damage. This is the only definition of Deflection in this book; other chapters point here.

Armor

Armor is a ship statistic. It reduces the Hull Damage of each hit, less the weapon's Pierce (Chapter 15, Damage Resolution). It reduces System Damage only from weapons with the Ion tag, by half its value. It needs no Power, no Action, and no crew.

Upgrade Installation Armor Handling Price Avail
Standard Hull Plating Hull and Frame The hull's listed Armor — Included —
Reinforced Hull Plating Hull and Frame upgrade +1 on all facings — 20,000 × Scale Open
Directional Combat Plating Hull and Frame upgrade +2 against attacks from one facing, chosen at installation Hard Turn and Take Position checks add 1 Bane Die 15,000 × Scale Open
Ablative Hull Panels 1 Module Slot +2, losing 1 each time one hit deals 5 or more Hull Damage — 8,000 × Scale Open
Military Composite Armor Hull and Frame upgrade +2 on all facings; +3 against Beam and Plasma 1 worse 60,000 × Scale Military
  • Reinforced Hull Plating is fitted in a yard. Fitting it in the field is a Hard Craft check and leaves one complication.
  • Ablative Hull Panels that are used up are replaced in port for half their price.
  • Military Composite Armor carries Authority Heat. Repairing it without military-certified parts adds 2 Bane Dice.

Standard and reinforced plating are patchable: a crew can repair them in the field with ordinary materials (Chapter 11).

Screens

A screen is a powered field. It adds Bane Dice to attacks of the types it names, and subtracts its Damage Reduction from each hit of those types before Armor. It draws its Power Load every round it is up. Each hit it reduces adds its Heat per hit to the defending ship. Screens do nothing against Kinetic, Disruption, or Gravitic weapons or against ramming, except where the Military Screen Array says otherwise.

Screen Installation Power Heat per hit Bane Dice Damage Reduction Coverage Price Avail
General Deflection Screen Defensive Control upgrade 2 1 1 against Beam and Plasma 2 against Beam and Plasma All facings 40,000 Open
Directional Screen Emitter Defensive Control upgrade 2 1 2 against Beam and Plasma 3 against Beam and Plasma One facing 55,000 Open
Pulse Screen Generator 1 Module Slot or Defensive Control upgrade 3 to pulse; 1 while recharging 0 2 against Beam and Plasma, one round 4 against Beam and Plasma, one round All facings 70,000 Open
Thermal Dispersion Screen Defensive Control upgrade 2 0 against Plasma; 1 against Beam 1 against Beam and Plasma 3 against Plasma; 2 against Beam All facings 65,000 Open
Military Screen Array Defensive Control upgrade 4 1 2 against Beam and Plasma 3 against Beam and Plasma; 1 against Kinetic and phase weapons All facings 250,000 Military
  • Directional Screen Emitter. The engineer sets the covered facing at the start of the ship's turn, with no Action. A screen left on the old facing after the pilot turns covers whatever is now there.

  • Pulse Screen Generator. The engineer raises it as a reaction when an attack is declared against the ship, before it is rolled. It protects for that round, then needs 2 rounds to recharge.

  • Thermal Dispersion Screen. Scorch makes no Heat on this ship. Against Heavy and Capital plasma weapons, the weapon's Pierce is 1 lower.

  • Military Screen Array. Against Kinetic weapons and weapons with Phase Shear or Screen Penetrating it subtracts 1 from each hit and adds no Bane Dice. It carries Authority Heat. Civilian repairs add 2 Bane Dice.

  • Overload. Each point of System Damage marked on a screen lowers its Bane Dice and Damage Reduction by 1. At 3 it collapses; restarting it takes an Action and an Average Craft check.

Point Defense

Point defense weapons are in the weapon tables: the Light Rotary Cannon (Point Defense 1), the Flak Cannon (Point Defense 2), and the Point-Defense Laser (Point Defense 1). Every interception is a check (Chapter 15, Point Defense).

Point defense suites take Module Slots, need no gunner, and roll the pool listed.

Suite Slots Power Interception Rating Pool Price Avail
Automated Defense Grid 1 2 +1 to the X of every point defense weapon aboard — 30,000 Licensed
Countermissile Launcher 1 1 2 3 Ability Dice 45,000 Licensed
Defense Drone Bay 1 1 2 3 Ability Dice 60,000 Licensed
Military Close-In Defense System 2 3 4 2 Mastery and 1 Ability Dice 180,000 Military
  • Automated Defense Grid. Needs a working AI Core with a free Active Channel. It fires nothing by itself.
  • Countermissile Launcher. Limited Ammo 8. Its checks against torpedoes and capital torpedoes are one step easier.
  • Defense Drone Bay. Four drones. The drones cover any facing and may instead guard one ally within Short range. A successful Jam against the ship's Sensors function lowers the bay's rating by 1 until a crew member spends an Action to reassert control.
  • Military Close-In Defense System. Makes 1 Heat each round it fires. It carries Authority Heat.

Electronic Countermeasures

ECM works against locks and guided weapons, and it is what the Jam action needs (Chapter 15, Jam). It does nothing against an unguided weapon fired on a visual or fire-control solution; Deflection covers that.

System Slots Power Effect Price Avail
Signal Scrambler 1 2 Target Lock checks and guided attacks against the ship add 1 Bane Die. Break Lock is Average 25,000 Licensed
Chaff and Decoy Pods None 0 Six charges. As a reaction, one charge breaks one lock, or adds 2 Bane Dice to every guided attack on the ship this round 6,000 Open
Electronic-Warfare Suite 1 2 Target Lock checks and guided attacks against the ship add 1 Bane Die (not added to a Signal Scrambler's die). Jam and Counter-Jam checks add 1 Boon Die. Break Lock is Average. 1 Heat each round it jams. Minimum Scale 4 90,000 Restricted
Ghost Transmitter Array 1 2 Up to three false contacts; each adds 1 Bane Die to Target Lock checks against the ship. It does not affect other attacks 80,000 Military
Military Electronic Warfare Suite 2 3 Target Lock checks and guided attacks against the ship add 2 Bane Dice. Jam reaches Long range. Jam, Counter-Jam, and Break Lock checks add 1 Boon Die, and enemy Jam checks against the ship add 1 Bane Die. 1 Heat each round it jams 200,000 Military

A ship running two ECM systems takes the better effect for each check; their Bane Dice do not add together, except the Ghost Transmitter Array's against Target Lock. Running a Signal Scrambler, an Electronic-Warfare Suite, or a Ghost Transmitter Array adds 1 Bane Die to the ship's Signature Management. A Ghost Transmitter Array cannot run while the ship is in Cold Running Mode (Chapter 7). The Electronic-Warfare Suite and the Military Electronic Warfare Suite carry Authority Heat.

Evasive Systems

System Installation Power Effect Price Avail
Vector Thruster Package Maneuvering Thrusters upgrade — Handling +1 15,000 × Scale Open
Combat Thruster Overburn Maneuvering Thrusters upgrade +1 while Overburning While the ship Overburns (Chapter 15), attacks against it add 1 Bane Die and its own attacks add 1 Bane Die 10,000 × Scale Licensed
Evasion Plot System AI Core upgrade 1 Removes 1 Bane Die from Evasive Maneuver, Hard Turn, and Take Position checks. Needs a working AI Core 30,000 Licensed
Gravitic Maneuvering Package Maneuvering Thrusters upgrade 3 While it is on: attacks against the ship add 2 Bane Dice, its own attacks add none, and Change Facing costs no Maneuver. 1 Heat each round 300,000 Military

The Gravitic Maneuvering Package is Funtari technology, scarce even to those cleared to own it, and carries Authority Heat.

Damage Control Systems

How Emergency Repair, Damage Control, and the limit on automatic repair work in combat is in Chapter 15, Engineering. Repair difficulties and port repair are in Chapter 11.

System Slots Power Effect Price Avail
Repair Drone Network 1 1 Removes 1 System Damage at the start of the ship's turn, within the automatic limit of 1 a round. Emergency Repair checks add 1 Boon Die. A successful Jam against the ship's Communications function stops the drones for that round 50,000 Licensed
Redundant Power Grid Power Distribution upgrade — A system that System Damage would take offline stays on for 1 more round. Once per encounter, the engineer may hold a Power overload for 1 round with no effect 8,000 × Scale Open
Emergency Bulkhead System 1 0 Seals a breached or burning compartment with no Action. Boarders pass each sealed bulkhead with an Average Craft check or 1 extra round. Crew or cargo may be sealed on the wrong side 20,000 Open
Military Damage Control Grid 2 2 Removes 1 System Damage at the start of the ship's turn, within the automatic limit of 1 a round. Emergency Repair checks add 2 Boon Dice. A Calamity that would knock out several systems knocks out one 180,000 Military

A ship with both a Repair Drone Network and a Military Damage Control Grid still removes no more than 1 System Damage a round automatically. Kharos hulls take a Repair Drone Network without an integration check; Viridian hulls need an Average Craft check to connect it to Viridian systems.

Repair drones working on a hull

Signature Systems

Signature Management, Cold Running Mode, and how sensors find a ship are in Chapter 7. These are the systems that change those checks.

System Installation Power Effect Price Avail
Emission Baffles Hull and Frame upgrade — Detection checks against the ship add 1 Bane Die, and its Signature Management checks remove 1 Bane Die. No effect in a round the ship fires a weapon with Signature Bloom 10,000 × Scale Licensed
Heat Sink Array 1 Module Slot 0; 1 in the round it dumps Stores up to 4 Heat off the Heat track. Dumping it all is free and adds 2 Bane Dice to Signature Management that round 35,000 Licensed
Military Shadow Package 2 Module Slots 2 Detection checks against the ship add 2 Bane Dice, and its Signature Management checks remove 2. Using an active system does not break stealth automatically; it calls for a Signature Management check instead (Chapter 7) 220,000 Military

Cold Running Mode is a procedure any ship can use, not a purchase (Chapter 7). The Military Shadow Package carries Authority Heat.

Rare Defenses

System Slots Power Effect Price Avail
Gravitic Deflection Field 2 4 Kinetic attacks against the ship add 2 Bane Dice and guided attacks 1. Damage Reduction 3 against Kinetic, 2 against guided ordnance. A ship ramming this one adds 2 Bane Dice to its check, and this ship's Armor counts as 4 higher against the ram. 1 Heat each round; 2 in a round it stops a Heavy or Capital kinetic hit 400,000 Military
Phase Veil Generator 2 3 Every attack against the ship adds 1 Bane Die, and Target Lock checks 2. Damage Reduction 1 against Beam. 1 Heat each round. The ship cannot jump while it is up, or for 1 round after. A hit from a weapon with Phase Shear or Screen Penetrating collapses it for 2 rounds and adds 3 Heat; restarting it takes an Average Craft check 500,000 Military
Interdiction Countermeasures 1 2 Any Interdiction on the ship lasts 1 round less. Pilot checks to leave an interdiction zone add 1 Boon Die, and Slipstream checks under disrupted conditions are one step easier 90,000 Restricted

The Gravitic Deflection Field and the Phase Veil Generator are scarce even to sovereign navies, and both carry Authority Heat. Interdiction Countermeasures carry Authority Heat: an inspection that finds them assumes the ship runs from patrols.

Layered defenses around a ship

Defense Against Each Weapon Family

Incoming Best defense Also helps Does not help
Kinetic Armor, Gravitic Deflection Field Deflection, evasion, Ablative Panels, Military Screen Array (1 point) Other screens
Guided Ordnance Point defense, Countermissile Launcher ECM, chaff, evasion, Deflection Armor alone
Beam Screens, Military Composite Armor Armor, evasion, Deflection Point defense
Plasma Thermal Dispersion Screen, Military Screen Array Armor, distance, Deflection ECM
Disruption Armor (half against Ion), damage control systems Redundant Power Grid, Deflection Screens
Gravitic and Phase Evasion, Phase Veil Generator Deflection, Military Screen Array (1 point against phase) Armor against gravitic; civilian screens against phase
Boarding Emergency Bulkhead System, internal security Point defense against pods, Defense Drone Bay Screens, ECM
Ramming Gravitic Deflection Field, Armor Evasion Screens, ECM

Power Budget Reference

Active defenses draw Power Load every round they run.

Configuration Active Power Load
Armor only 0
General Deflection Screen 2
Screen and Signal Scrambler 4
Screen, Automated Defense Grid, and Signal Scrambler 6
Military Screen Array, Military Electronic Warfare Suite, Military Close-In Defense System 10
Cold Running Mode 1

A Scale 4 hull has Power Capacity 7 to 9. With a screen and a scrambler running (4), it has 3 to 5 left for weapons and engines. Power Capacity and overloads are in Chapter 6.

Point defense turrets firing