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 |