The Stellar Armory ยท Chapter 2
Reading an Entry
Laser Pistol
Beamer, las pistol, service laser
5 3 Medium 1
Light Ranged 360 Common Beam Pierce 2, Overheat
The Fields
Damage is a flat number for anything fired or thrown. Add 1 for each uncancelled Success, then subtract the target's Resistance. Hand weapons print a bonus (+2) added to the wielder's Might.
Crit is the number of net Boons spent to inflict a Critical Injury. A dash means the weapon cannot inflict one.
Range is the farthest band at which the weapon attacks. Placed means it is set in position and fired later.
Enc is Encumbrance.
Skill is Light Ranged, Heavy Ranged, Gunnery, Melee, or Unarmed. At a table using the core rules' single Ranged skill, use Ranged for the first three.
Type is the damage type. In this book it matters: armour names the types it deflects and the types it is vulnerable to.
Qualities are defined in Chapter 3.
The Damage Types
| Type | Delivered by |
|---|---|
| Ballistic | Kinetic weapons: slugs, darts, accelerated projectiles |
| Beam | Lasers and other coherent energy |
| Plasma | Superheated matter. Armour that names Fire treats Plasma as Fire unless it names Plasma separately |
| Disruption | Stunners, ion weapons, sonics |
| Gravitic | Direct force |
| Blast | Explosions and fragments |
| Cutting, Thrusting, Crushing | Hand weapons, darts, and impacts |
An attack with no listed type is Crushing if it is hand-to-hand and Ballistic if it is fired.
Might Requirements
Cumbersome X means the weapon or armour needs Might X. A user with lower Might adds Bane Dice equal to the shortfall to every check made with the weapon, or to every physical check while wearing the armour.
Unwieldy X is the same rule keyed to Agility. Two hand weapons carry it.
Running Dry and Overheating
Kinetic weapons run dry. The GM may spend a Calamity, or 3 Bane, from an attack to empty one; 2 Bane after Auto-Fire. Reloading is a maneuver. Weapons with Limited Ammo X are counted instead.
Energy weapons overheat. If an attack with an Overheat weapon generates 2 or more Bane or a Calamity, it cannot be fired until an action is spent venting it.
Free Fall, Vacuum, Smoke, and Water
| Condition | Effect |
|---|---|
| Free fall | A kinetic weapon without Recoilless adds 1 Bane Die unless the shooter is braced |
| Vacuum | Sonic weapons do nothing. Plasma Throwers do not work. Everything else is unaffected |
| Smoke | Beam weapons cannot attack through it. Other attacks add 2 Bane Dice |
| Heavy rain, dust, steam | Beam weapons add 2 Bane Dice |
| Underwater | Beam and plasma weapons do not work. Kinetic weapons reach Engaged only |
Price and Availability
Price is in the same units as the other armories and is close to a present-day dollar. Multiply the whole book by one factor to convert it to your Universe's currency.
| Tag | Meaning |
|---|---|
| Common | Sold openly on most worlds |
| Restricted | Needs a licence or an institution behind the buyer |
| Military | Issued to armed forces. Civilian possession is a serious offence in settled space |
| Rare | Made by few, or controlled by a single power |
A Restricted weapon bought without its licence costs double. A Military one costs three to five times its price on the black market.
Reading an Armour Entry
Combat Armour
+2 0 1 3
700 Military Deflecting 1 (Ballistic), Deflecting 1 (Beam), Vulnerable 1 (Disruption)
Resistance is added to the wearer's Resistance. Melee Defense and Ranged Defense add that many Bane Dice to attacks of that kind. Chapter 11 explains the type qualities.