The Stellar Armory ยท Chapter 13

Matchups

What to bring against what. Everything here follows from the stat lines in Chapters 4 to 12; this page only gathers it.

By Armour

The other side is wearing Bring Leave behind
Mesh, flight suits, EVA suits Anything. Blades and darts against an EVA Suit
Reflec Coat Kinetic: it is Vulnerable to Ballistic Beam
Security Vest Beam or Plasma Kinetic
Thermal Weave Kinetic or Beam Plasma
Hardened Suit Anything but Disruption Stunners, ion
Combat Armour Plasma or Disruption Kinetic, Beam
Boarding Armour Beam or Plasma Kinetic, grenades
Heavy Combat Armour Disruption or Plasma Kinetic, Beam, grenades
Powered Assault Suit Ion first, then anything Everything else, until the suit is down
Deflection Screen Kinetic Beam, Plasma
Gravitic Deflector Beam or Plasma Kinetic, grenades, Gravitic

By Weapon

You are carrying Stopped by Goes through
Kinetic Security Vest, Combat and heavier armour, Gravitic Deflector Reflec Coat, Deflection Screen
Beam Reflec Coat, Combat, Heavy Combat, and Powered armour, Deflection Screen, smoke Security Vest, Boarding Armour, Thermal Weave
Plasma Thermal Weave, Powered Assault Suit, Deflection Screen Everything else
Disruption Hardened Suit Combat, Heavy Combat, and Powered armour
Gravitic Gravitic Deflector Everything else
Ordnance Boarding, Heavy Combat, and Powered armour, Gravitic Deflector Light and medium armour

What This Means at the Table

A second weapon is a real choice. A crew that carries only slugthrowers has no answer to a hardsuit. Encumbrance is what makes the second weapon a decision, so enforce it.

Smoke is armour. A 30-credit grenade stops every beam weapon in the fight.

Nothing is immune. Deflecting adds Bane Dice; it does not cancel a hit. The cap of 2 holds for every combination in the book.

No weapon ends a character outright. Every weapon here does damage against Resistance and Wound Points, including the gravitic ones and the kill setting.