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Weapons - Starship

Starship Weapons Table #

Name Type Damage Rating Qualities
Phaser Array Energy 8 Versatile 2
Disruptor Banks Energy 10 Vicious 1, Dampening
Plasma Torpedoes Torpedo 10 High Yield, Persistent 2
Photon Torpedoes Torpedo 8 High Yield, Versatile 2
Quantum Torpedoes Torpedo 12 High Yield, Persistent 3
Polaron Beam Energy 9 Spread, Dampening
Tractor Beam (Weaponized) Energy 6 Persistent 1, Versatile 1
Graviton Pulse Energy 8 Area, Persistent 2
Antimatter Spread Torpedo 10 Spread, Area

Starship Weapon Qualities #

Versatile #

The attack gains X points of bonus Momentum if successful.


Spread #

The attack inflicts additional damage elsewhere on the target.

  • If one or more Effects is rolled, the attack inflicts one additional hit to a random System (even if the attack was targeting a specific System).
  • This additional hit deals half the damage of the initial hit, rounding up, plus +1 for every Effect rolled after the first.
  • Each additional hit is resolved separately, with each hit reduced by Resistance, reducing Shields, and potentially causing Breaches.

Persistent #

The attack leaves behind a lingering energy field that continues to damage the target.

  • At the end of each Round, the target vessel suffers an additional X damage.
  • This lasts for a number of Rounds equal to the number of Effects rolled.

High Yield #

The weapon inflicts massive damage to enemy vessels.

  • If the attack inflicts one or more Breaches to a system, it inflicts one additional Breach.

Dampening #

The attack removes one point of the target’s Power for each Effect rolled.


Area (Ship) #

The attack affects a wider area and can damage several targets at once.

  • The attack automatically affects any vessel or damageable object within Contact of the initial target.
  • Additionally, it affects one more target within Close range for each Effect rolled, starting with the next closest (as determined by the GM).
  • If one or more Complications is rolled during an Area attack, the GM may apply Complications to affect allied vessels or neutral bystanders in the area.
  • A target cannot be hit if it would have been more difficult to hit than the initial target.