Ship Weapons

Axial Weapon

Some ships are built around a weapon system, and its only purpose is to deploy that weapon. A number of massive scale weapon systems are designed to absolutely annihilate its target. The delivery method varies according to the target defenses. Because of the size and power of these weapons, all are fired from their front arc only, and take a -20 penalty to attack rolls against targets Colossal or smaller.

Weapon Damage Point Blank Short Medium Long EP
Melta Cutter 5d10x10 0-2 3-4 5-10 11-20 25
Nova Catapult 5d10x10 0-3 4-6 7-15 16-30 25
Particle Projection Cannon (PPC) 5d10x10 0-2 3-4 5-10 11-20 25
Railgun 5d10x10 0-5 6-10 11-25 26-50 25

Melta Cutters project intensely focused microwaves which atomizes targets on contact due to the intense inflicted molecular excitement which rivals that of Type A stars. Most armors, even those designed to handle reentry stresses, do not protect against this form of attack. The melta cutter ignores all DR (but not SR) and ignores -5 Armor of the target.

However, microwaves projected of this intensity cannot be adequately contained and it bleeds heat into the rest of the firing ship. This huge heat dump interferes with the ship’s systems. In firing the first time in an encounter, there is no risk, but the next time causes a condition penalty for one round, and continues to rise every round the cutter is used. Every time the cutter is fired after the first risks a 30% incremental chance of inflicting the cutter’s damage on the firing ship and disables the gun, which dissipates by 15% every round the cutter is not used. A Mechanics check by the ship’s serving engineer (DC = half the present risk chance [round up]) may mitigate this damage by half (rounded up).

The melta cutter can fire a continuous stream as an autofire weapon. However, using it with autofire or any feat which relies on autofire instead risks a 50% incremental chance of damage to the ship.

The melta cutter was originally used as an industrial cutter and drill, and usually operates at a much lower output. It can fire with a damage multiplier of five without risk of overheat.

Nova Catapults are devastating weapons of mass destruction, a relic of a long forgotten war a long time ago. The weapon first activates a contained hyperactive singularity in a highly stable slug. The slug is then launched at high speed to a target location, where it is timer-detonated to a specific range. The resultant explosion rips open hyperspace and rends anything within its reach. Nova catapults are area effect weapons (thus it cannot critically hit), with a radius of five squares.

The nova warhead is a large-sized object, and travels at a slower speed than most projectiles. Because of this, the warhead can be intercepted, perhaps even immediately upon firing from the catapult. The warhead’s Reflex Defense is 30, and it has 10 hp. Upon destruction, the warhead detonates where it was destroyed.

It should be noted that the only way one can intercept the warhead is to ready an action to fire upon it. The opponent must decide at what range of the firing weapon to intercept the warhead before firing. If successful, the warhead detonates in the outermost square of the weapon’s range, or the firing vessel’s square if it is within its range. If interception fails, the nova warhead continues to its target.

The nova catapult is a single-shot weapon, and does not benefit from feats which rely on a weapon’s ability to shoot multiple times in one round such as Rapid Shot or Burst Fire.

The ugly and indiscriminant nature of the nova catapult has banned it from all nations armories. Except to the Galactic Empire, the only organization heinous enough to utilize such a weapon, the weapon is illegal and very rare.

Particle Projection Cannons (PPCs) are newer refinements to the old Seperatist ion pulse cannon, blending its powerful ion discharge with range. Using turbolaser technology, the ion particles are tightly packed into a containment field and hurled at the target. The sheer amount of ion energy dumped into the target violently blows out the ship’s electronics, ripping it apart as it discharges ion static. On a hit, the target automatically drops -1 on the condition track, even if the damage does not exceed the ship’s Damage Threshold. PPCs are otherwise ion weapons.

Because of the volatile nature of the densely packed ion particles in the cannon, the PPC must be charged before firing, requiring one full-round action before discharge. If the cannon does not fire after this period, then the cannon must safely release its energy, taking the whole action to do so. The cannon can start charging again in the next round thereafter.

Also, during the charge period, the ship is vulnerable. If the ship takes damage exceeding its Damage Threshold while the cannon is charging, the accumulated ion energy is released into the mounted ship, inflicting its damage to the ship, including the -1 step on the condition track even if the ship’s Damage Threshold is not exceeded by the ion discharge. The cannon is also destroyed as a result.

The particle cannon is a single-fire weapon, and does not benefit from feats which rely on a weapon’s ability to shoot multiple times in one round such as Rapid Shot or Burst Fire.

Railguns use powerful electromagnets to hurl a solid magnetically active slug to accurately strike targets at extreme range.

The recoil of launching a one-ton nickel-iron slug at half the speed of light, plus the magnetic interference of the railgun’s electromagnetic accelerator coils, are tremendous, destabilizing the ship until it can right itself once more. After firing the railgun, the ship suffers a -5 penalty to Reflex Defense, all its gunners attack rolls, its helmsman’s Pilot and Stealth rolls, and the sensor operator’s Use Computer rolls to use sensors for the next round.

The railgun is a single-shot weapon, and does not benefit from feats which rely on a weapon’s ability to shoot multiple times in one round such as Rapid Shot or Burst Fire.

Availability: Military, Rare. Restrictions: Colossal (frigate) size or larger.


An advanced evolution of blaster technology into the naval theater, turboblasters collect excited particles into a contained envelope even more tightly than standard vehicle blaster cannons. The result is spectacular, creating a great explosion washing the blast area with violent particle energy. As a result, the weapon is rising as a new and powerful anti-fighter flak artillery gun.

Weapon Damage AoE Radius EP
Small Turboblaster 3d10x5 Target square 3
Medium Turboblaster 5d10x5 1-square 6
Large Turboblaster 7d10x5 2-squares 12
Point Blank Short Medium Long
0-3 4-6 7-15 16-30

Turboblasters make area attacks, thus they cannot make critical hits. Unlike other capital ship weapons, turboblasters do not take penalties for hitting targets smaller than colossal size because of the blast splash.

When firing in batteries, turboblasters may be used in one of three firing patterns: concentrated fire, dispersed fire and barrier fire.

Concentrated fire pattern blasts only the weapon’s listed area of effect, and adds damage dice as per standard battery-fire rules.

Dispersed fire pattern opens area of effect, and for every gun in the battery the area of effect increases by one square. But damage does not add with accurate fire as batteries usually do.

Barrier fire creates a continuous wall of fire which threatens to severely maim any ship moving into the fire zone. Designate a fire zone by designating a target square for the battery, noting area of effect. When something (friend or foe) enters that fire zone, the battery makes an attack of opportunity. Barrier fire may be combined with either concentrated or dispersed fire modes. A thorough barrier functions better with multiple batteries covering a greater area, though many batteries can overlap.

Availability: Military. Requirements: Colossal or larger.

Ship Weapons

Forgotten Rebellions TyomniyAngel