The Starship Armory · Chapter 11
Disruption Weapons
Ion and electromagnetic weapons. Their damage type is Disruption, and they deal System Damage.
| Strength | Armor and screens do nothing. They leave the prize intact |
| Weakness | Little or no Hull Damage. Military hulls are hardened |
| Stopped by | Redundant systems, damage control, and a good engineer |
A ship loses control when its System Damage reaches its System Points. That is usually a lower number than its Hull Points, and nothing in the way reduces what an ion weapon deals. These are the weapons of customs services, pirates, and anyone who wants the cargo.
Riot Projector
Suppression cannon, crowd gun, sonic mount
Light 10 — — Short 1 1
6000 Restricted Disruption Personal Scale, Stun Damage, Blast 6, Disorient 3
A vehicle-mounted stunner for police and security work. Personal Scale and Stun Damage: its 10 damage is at personal scale and goes to Strain. It does nothing to a vehicle. It takes no hardpoint on a vehicle of Scale 2 or more.
Ion Blaster
Light ion, disabler, snare gun
Light — 3 4 Short 1 1
8000 Restricted Disruption Ion
The smallest ship weapon that deals System Damage. Patrol craft and bounty hunters carry it to stop a ship without holing it.
Ion Pulse Emitter
Ion cannon, pulse emitter
Standard 1 4 4 Short to Medium 2 2
26000 Restricted Disruption Ion, Disable, Boarding Support
Fires a pulse that overloads circuits. Disable: with 3 or more net Successes, one named system on the target is shut down for a round. It is what a customs cutter and a pirate both open with.
EMP Projector
Pulse bomb, burst projector, the blackout
Standard — 5 5 Short 2 3
32000 Military Disruption Ion, Area Effect, Overload, Limited Ammo 3
Discharges a capacitor in every direction. Area Effect: one attack check is applied to every vehicle within Short range, the firing ship's allies included. Military vessels are hardened: add 2 Bane Dice against them. It recharges one use every three rounds and needs a hull of Scale 4 or more.
Heavy Ion Cannon
Ion lance, fleet disabler
Heavy 2 7 4 Medium 3 3
100000 Military Disruption Ion, Disable, Overload, Boarding Support
The weapon for taking a ship intact. Overload: with 4 or more net Successes two systems are shut down. On any hit the target's engineer makes an Average Craft check or the ship has 1 less Power next round.
Disruption Lance
Scrambler lance, system lance
Heavy 3 6 4 Short to Medium 3 3
115000 Military Disruption Ion, Disable, Boarding Support
A focused disruption beam that damages hull and systems together. On a hit, the target adds 1 Bane Die to its next use of countermeasures or defensive control.
Capital Ion Battery
Fleet ion battery, the silencer
Capital 3 12 4 Medium to Long 4 4
480000 Military Disruption Ion, Disable, Overload, Slow-Firing 1
A capital ship's means of stopping another capital ship without destroying it. Two hits leave most cruisers adrift.