INTACT Ship Armory
Anti-Air Weapons
Kinetic Weapons
Kinetic-kill weapons are less common on warships than on mobile weapons due to their ammunition requirements and the relative ease of using energy weapons on large platforms. Most ships that feature kinetic AAA are older or are otherwise low-performance, though some design schools remain wedded to the 'wall of flak' philosophy.
Turreted Heavy Autorail
- Accuracy: 0
- Burst: 4
- Range: 12
- Penetration: 8D10
- Strength: 0
- Draw: 0
- Charge: 0
- Special: Assault 3
Gatling Array
- Accuracy: +1
- Burst: 8
- Range: 5
- Penetration: 5D10
- Strength: 0
- Draw: 0
- Charge: 0
- Special: Assault 2
Scattercannon
- Accuracy: -1
- Burst: 0
- Range: 3
- Penetration: 6D8
- Strength: 0
- Size: 3
- Draw: 0
- Charge: 0
- Special: Scatter 1
Light Missile
- Accuracy: -2
- Burst: 0
- Range: 20 (max)
- Penetration: 6D10
- Strength: 1
- Size: 1
- Draw: 0
- Charge: 0
- Special: Single Shot (disposable)
Heavy Missile
- Accuracy: -1
- Burst: 0
- Range: 30 (max)
- Penetration: 10D10
- Strength: 3
- Size: 2
- Draw: 0
- Charge: 0
- Special: Single Shot (disposable)
Energy Weapons
Energy weapons have been the norm on most warships since before the System War, the large reactor and capacitor banks on warships easily supporting extensive energy weapon armament. The intrinsic accuracy of energy weapons also makes them preffered in the AAA role. The introduction of alpha capacitors by the League - normally behind the Solar Federation in energy technology - has given a boost to notoriously lightly-armed League warships.
Turreted Beam Gatling
- Accuracy: +1
- Burst: 8
- Range: 6
- Penetration: 5D10
- Strength: 0
- Draw: 0
- Charge: 1
- Special: Armor Piercing 2, Assault 2
Turreted Burst Cannon
- Accuracy: 0
- Burst: 3
- Range: 12
- Penetration: 6D10
- Strength: 0
- Draw: 0
- Charge: 1
- Special: Armor Piercing 2, Assault 3
Scattering Beam Array
- Accuracy: -1
- Burst: 0
- Range: 6
- Penetration: 5D10
- Strength: 0
- Draw: 0
- Charge: 1
- Special: Armor Piercing 2, Scatter 1
Exotic Weapons
'Exotic' is often shorthand for 'stolen or reverse-engineered from Posthuman technologies', though some Nephilim weapons would also fall under this. They tend to exhibit unusual and difficult-to-replicate abilities and require Omega dust or similarly rare materials. Furthermore, the firmware for them is typically difficult (or outright impossible) to program, combining to make them curiosities more than main-line weapons.
Phalanx Array
- Accuracy: -1
- Burst: 6
- Range: 6
- Penetration: 5D10
- Strength: 0
- Draw: 0
- Charge: 1
- Special: Armor Piercing 2, Assault 2
Anti-Ship Weapons
Kinetic Weapons
Massdriver
- Accuracy: +2
- Burst: 0
- Range: 25
- Penetration: 8D12
- Strength: 2
- Draw: 0
- Charge: 1
- Special: May be used as artillery
Railcannon
- Accuracy: +2
- Burst: 0
- Range: 25
- Penetration: 6D12 [3]
- Strength: 2
- Draw: 0
- Charge: 1
- Special: Scatter 3
Energy Weapons
'Artillery' type energy weapons are almost always limited to starships, where they make up the primary armament of most warships.
Beam Cannon
- Accuracy: +2
- Burst: 0
- Range: 25
- Penetration: 6D12 [2]
- Strength: 2
- Draw: 1
- Charge: 2
- Special: Armor Piercing 3, Scatter 3
Positron Cannon
- Accuracy: +3
- Burst: 0
- Range: 25
- Penetration: 8D20 [5]
- Strength: 10
- Draw: 3
- Charge: 10
- Special: Armor Piercing 3
Exotic Weapons
Scalar Cannon
- Accuracy: +1
- Burst: 0
- Range: 25
- Penetration: 6D12 [2]
- Strength: 2
- Draw: 1
- Charge: 2
- Special: Armor Piercing 2, Shield Piercing 2, Scatter 3, Alpha Capacitor 3