# Matchups and Fitting Out

*The Starship Armory, Vehicle and Starship Weapons for Exodus NDS. Source: https://exodusnds.com/sourcebooks/starship-armory/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.
