Starship Modules
Module Size
Starship Size | Module Size | Damage Multiplier |
---|---|---|
1-2 |
Personal |
x2 |
3-4 |
Small |
x8 |
5-6 |
Medium |
x32 |
7-8 |
Large |
x128 |
9-10 |
Capital |
x512 |
Above size 10, there are special rules. See Superweapons.
Weapon Modules
High Power
Blasters
Blasters are weapons that fire coherent pulses of plasma, accelerated by magnetic acceleration, which deliver kinetic and thermal energy to the target. The blaster is one of the most successful weapons of the modern age, due to its combination of energies that few materials can withstand. The disadvantage of blasters is that the charged plasma they fire can be deflected with powerful, dense electric fields.
Oddly enough, these weapons, when scaled to starship size, are referred to by the erroneous name "laser cannons" or "turbolasers", despite having nothing to do with laser technology.
Weapon | Module Size | Power Slot | Base Damage | Energy Cost |
---|---|---|---|---|
Heavy Blaster |
Personal |
High |
3d8 (x2) |
1 |
Laser Cannon |
Small |
High |
3d8 (x8) |
1 |
Heavy Laser Cannon |
Medium |
High |
3d8 (x32) |
1 |
Turbolaser |
Large |
High |
3d8 (x128) |
1 |
Heavy Turbolaser |
Capital |
High |
3d8 (x512) |
1 |
Cannon
Cannon are explosively-propelled projectile launchers, whose payload can be purely kinetic, explosive, or any of a variety of munitions. As an ammunition-driven weapon, part of the effectiveness of cannon is in the launcher, and part of it is the ammunition.
Because the projectiles are self-powering, this module requires no Energy to fire. It uses only a moderate amount of energy to aim and reload.
- Launchers
- Artillery: An artillery piece fires a single projectile, usually larger than the automatic-firing counterparts.
- Higher damage, longer range
- Autocannon: An autocannon fires repeatedly until stopped or until ammunition is expended. The module must include a rapid ammunition feeding system, as well as coolant to keep the barrel and reaction chamber from overheating. (Empty space is a terrible conductor)
- Lower damage, shorter range, autofire, cooling limitations
- Projectiles
- Slug: A heavy, solid mass. Inflicts pure kinetic damage. Cheapest by far.
- Explosive Shell: A projectile which explodes upon contact. Inflicts explosive kinetic damage.
- Incendiary Shell: A projectile which inflames after firing, becoming very hot. Unlike a plasma weapon, incendiary shells are not electromagnetically active, and are not warded by deflector shields. Inflicts thermal damage.
- EMP Shell: Similar to an explosive shell, but induces an Electromagnetic Pulse instead of a kinetic explosion. Inflicts EM damage. Expensive.
- Sizes
Module Size | Artillery | Autocannon |
---|---|---|
Personal |
15mm |
10mm |
Small |
45mm |
30mm |
Medium |
120mm |
90mm |
Large |
400mm |
300mm |
Capital |
1000mm |
750mm |