The Starship Armory ยท Chapter 14

Defences

A summary of what the weapons in this book are fired at. A Universe with its own defence catalogue uses that. Prices are in credits.

Armor

Armor is a vehicle statistic. It reduces Hull Damage from each hit, less the weapon's Pierce. It does not reduce System Damage.

Upgrade Armor Price Notes
Reinforced Plating +1 on all sides 20,000 per Scale Fitted in a yard
Directional Plating +2 on one facing 15,000 per Scale Handling is 1 worse on any turn spent facing away
Ablative Panels +2, losing 1 each time one hit deals 5 or more Hull Damage 8,000 per Scale Takes one module slot. Replaced after the fight
Military Composite +2 on all sides, and +3 against Beam and Plasma 60,000 per Scale Military. Handling 1 worse

Screens

A screen is a projected field. It adds Bane Dice to attacks of the types it names and takes Damage Reduction off each hit of those types before Armor. Each hit it stops makes Heat.

Screen Bane Dice Damage Reduction Power Heat per hit Price Avail
Deflection Screen 1 against Beam and Plasma 2 against Beam and Plasma 2 1 40,000 Common
Directional Emitter 2 against Beam and Plasma, one facing 3 against Beam and Plasma, that facing 2 1 55,000 Restricted
Pulse Screen 2 against Beam and Plasma, for one round 4 against Beam and Plasma, for one round 3 0 70,000 Restricted
Thermal Dispersion Screen 1 against Beam and Plasma 3 against Plasma, 2 against Beam. Cancels Scorch 2 1 65,000 Restricted
Military Screen Array 2 against Beam and Plasma 3 against Beam and Plasma, 1 against Ballistic and phase weapons 4 1 250,000 Military

A Pulse Screen is raised as a reaction when an attack is declared and then needs two rounds to recharge.

No screen in this table does anything against Disruption, Gravitic, or Blast.

Overloading a screen. Each point of System Damage dealt to a screen reduces its Bane Dice and its Damage Reduction by 1. At 3 it collapses, and bringing it back takes an action and an Average Craft check.

Point Defence Suites

A suite works by itself and needs no gunner. Its rating is the number of Interceptable attacks it stops each round, by the table in Chapter 3. Torpedoes still need a check: the suite rolls 3 Ability Dice.

Suite Rating Power Price Avail Notes
Defence Grid +1 to each point-defence weapon aboard 2 30,000 Restricted Fire control only. It does not fire by itself
Countermissile Launcher 2 1 45,000 Restricted Limited Ammo 8. Stops torpedoes with no check
Defence Drones 2, any arc 1 60,000 Restricted Four drones. Countermeasures against the ship reduce the rating by 1
Close-In Defence System 4, all arcs 3 180,000 Military Makes 1 Heat each round it fires

Countermeasures

System Effect Power Price Avail
Signal Scrambler Add 1 Bane Die to Lock-On checks against the vehicle 2 25,000 Restricted
Chaff and Decoys Six charges. One charge breaks one lock, or adds 2 Bane Dice to every missile and torpedo attack on the vehicle this round 0 6,000 Common
Ghost Transmitter Up to three false contacts. Each adds 1 Bane Die to Lock-On checks 2 80,000 Military
Electronic Warfare Suite Add 2 Bane Dice to guided attacks on the vehicle and 1 to other attacks that use sensors 3 200,000 Military

Rare Defences

System Effect Power Price Avail
Gravitic Deflection Field 2 Bane Dice and Damage Reduction 3 against Ballistic. 1 Bane Die and Damage Reduction 2 against Blast. Nothing against energy weapons. Makes 1 Heat a round 4 400,000 Rare
Phase Veil 1 Bane Die against all attacks and 2 against Lock-On. Collapses for two rounds when hit by a weapon with Phase Shear or Screen Penetrating. The vehicle cannot jump while it is up 3 500,000 Rare