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.

A boarding action