The Starship Armory · Chapter 15

Matchups and Fitting Out

What Stops What

Weapon type Armor Screens Point defence Best answer
Ballistic Full, less Pierce Nothing Nothing Armor
Blast (guided) Full, less Pierce Nothing Stops it Point defence, countermeasures
Beam Full Bane Dice and 2 to 4 off each hit Nothing A screen
Plasma Full, less Pierce Bane Dice and 2 to 4 off each hit Nothing A thermal screen, and range
Disruption Nothing Nothing Nothing Damage control
Gravitic Nothing Nothing Nothing Not being hit
Phase Full Nothing Nothing Armor

No ship stops everything. A hull with heavy armour and no screen fears beams. A screened hull with thin plate fears a railgun. Anything without point defence fears torpedoes. A sensible captain carries two technologies, and so does a sensible enemy.

Damage by Mount

Family Light Standard Heavy Capital
Kinetic 3 to 4 5 to 6 8 to 9 16
Guided 3 to 4 6 to 9 5 each, or 12 22
Beam 2 to 3 5 10 18
Plasma 4 7 13 20
Disruption (System) 3 4 to 5 6 to 7 12
Gravitic — — 5 to 8 12

A weapon one mount larger does about twice the damage. A weapon is dangerous to hulls of its own minimum Scale and decisive against anything smaller.

Pricing a Fit

Add the listed prices, adjusted for fitting: three quarters for a Fixed or Broadside weapon, one and a half times for a Twin, three times for a Quad. Add one full reload of ordnance. The shipyard's charge for the hardpoints is the Universe's to set; where it gives none, use the price of the weapon again.

Hull and Armor by Scale

A vehicle's Hull Points, System Points, and Armor follow its Scale. Use this table to build a hull, or to check one from elsewhere.

Scale Typical craft Hull Points System Points Armor
1 Powered suit, drone, sled 2 to 6 2 to 5 0 to 1
2 Fighter, shuttle, ground car 4 to 12 4 to 10 0 to 3
3 Scout, light freighter, patrol boat 10 to 18 10 to 20 1 to 3
4 Heavy freighter, cutter, corvette 16 to 28 11 to 20 1 to 5
5 Frigate, destroyer, liner 28 to 50 18 to 30 2 to 5
6 Cruiser, carrier 70 to 100 50 to 70 2 to 6
7 Battleship, dreadnought 110 to 150 70 to 110 4 to 7
8 Fleet flagship, battle station 160 to 220 100 to 150 6 to 9
9 Super-capital ship, major station 250 to 350 150 to 220 8 to 10
10 Titanic 400 or more 250 or more 10 to 12

Capital ships are built to last. From Scale 6 up, Hull and System Points are about double what the lower rows would suggest. A Capital weapon takes roughly a tenth of a battleship's hull with each hit. A ship of the line does not go down to the first salvo.

Small arms never matter here. By Chapter 4, a pistol cannot mark a corvette, let alone a battleship.

Small ships still matter. Armor climbs slowly on purpose. Heavy weapons and torpedoes get through the Armor of any hull in this table. See Massed Fire in Chapter 3.

Sample Fits

These are common loads, given as a starting point. Hardpoints are the total the fit uses.

Vehicle Scale Hardpoints Fit
Light fighter 2 2 Twin Light Laser Cannon (fixed), Micro-Missile Pod
Strike fighter 2 3 Autocannon (fixed), Rocket Pod, Micro-Missile Pod
Bomber 2 3 Light Missile Rack (oversized, fixed). A Torpedo Launcher is two sizes up and does not fit
Gunship 3 4 Autocannon, Rocket Pod, Laser Battery
Armed freighter 3 3 Flak Cannon, Light Rotary Cannon
Patrol boat 3 4 Laser Battery, Ion Blaster, Point-Defense Laser
Customs cutter 4 6 Ion Pulse Emitter, Tractor Beam, Light Rotary Cannon, Point-Defense Laser
Corvette 4 7 Railgun Battery, Light Missile Rack, Flak Cannon, Point-Defense Laser
Assault frigate 5 10 Heavy Plasma Cannon, Plasma Projector, Boarding Pod Launcher, Flak Cannon, Point-Defense Laser
Missile frigate 5 10 Torpedo Launcher, Salvo Missile System, Light Missile Rack, two Point-Defense Lasers
Cruiser 6 16 Capital Lance Array, two Particle Lances, two Laser Batteries, two Point-Defense Lasers
Battleship 7 24 Capital Mass Driver, Capital Torpedo Battery, two Heavy Mass Drivers, two Railgun Batteries, Heavy Tractor Beam, three Light Rotary Cannons
Armoured car 2 1 Autocannon, Pintle Gun (no hardpoint)
Hover tank 2 3 Tank Gun, Plasma Blaster, Pintle Gun (no hardpoint). Ground vehicles mount one size up
Assault walker 3 4 Particle Lance, Light Rotary Cannon, Riot Projector (no hardpoint)
Artillery carrier 3 3 Siege Howitzer, Pintle Gun (no hardpoint)

Bringing in a Design from Another Game

A ship written for another game that uses similar dice can be brought across in four steps.

  1. Scale. Use the design's size rating as its Scale. A single-seat fighter is Scale 2 whatever its rating.
  2. Hull and System Points. Up to 50, keep the printed numbers. Above 50, multiply by 1.4. Then check the result against the table above and move it into the row for its Scale.
  3. Armor. Keep the printed number, to the top of the row for its Scale.
  4. Weapons. Replace each weapon with the entry in this book of the same technology and the mount its carrier allows: a fighter's guns are Light, a freighter's turret Standard, a warship's secondary guns Heavy, and its main battery Capital. Where the design lists many guns of one kind in an arc, fit them as a battery by Chapter 3.

Do not copy another game's weapon damage across. Its numbers sit on a different curve, and its largest guns are this book's Heavy mounts.