Most starships use one of the three major weapon types in active combat, as presented in the Starship Weapons table.

The weapon type determines the station required to install them. Blasters are most common as they require little management to use. Missiles, though expensive and slow to fire, excel at bypassing strong shields and dealing sufficient damage to exceed a target's critical threshold, thereby causing deadly critical effects. Rays deal damage directly to enemy starships without a need to roll. but the damage is easily blocked by shields.

In combat, starships typically use a combination of weapons: first, a weapon that reduces shields or causes chaos to a target, followed by a barrage of deadly attacks. When customizing a starship, develop a flexible strategy to succeed in a variety of situations.

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Blasters

Energy Bay Weapon

Blasters are weapons that fire bolts of condensed superheated plasma. Like all energy weapons, they have the Recharge property.

Spark. This weapon fires concentrated bolts of sticky plasma that superheat the target ship. If a starship takes any damage from this weapon, randomly generate 2 circular areas of fire at random locations inside the starship. Each area is 5 feet in diameter. The fire ignites any flammable objects inside it not being worn or carried and may spread to adjacent spaces (at GM's discretion). When a creature enters a circle's area for the first time on a turn or starts its turn there, it takes 1d6 fire damage. The fire lasts for 1 minute or until extinguished. A creature may use an action to extinguish a circular area of fire adjacent to it.

Pulsar. This weapon fires high-energy pulses of technomantic energy. A target hit by this weapon does not take damage. Instead, until the end of its turn, the target cannot gain Shield Points and 1d4 random stations inside it are disabled.

Missile Launchers

Missile Bay Weapon

Missiles are targeted explosive projectiles. Some rely on the force of the launch for propulsion while others are capable of self-propelled flight. All missile launchers have the Load property.

Firebomb. This special missile launcher is designed to deliver a fiery payload to another ship. On a hit, the missile starts a fire, creating 1d3 circular areas of fire at random locations inside the starship not occupied by equipment. Each area is 5 feet in diameter. The fire lasts for 1 minute and ignites any flammable object inside it not being worn or carried. When a creature enters the circle's area for the first time on a turn or starts its turn there, it takes 1d6 fire damage. A creature may use an action to extinguish a circular area of fire adjacent to it.

Spellfusion. This special launcher fires ammunition containing an arcane core that can store one spell. A spellcaster next to this ammunition can cast a spell of 5th level or lower and store it in the projectile for up to an hour. The spell must take only 1 action to cast, must target a point or area, and cannot require concentration. If a spellfusion missile hits a target starship, its stored spell is cast targeting a random point or area inside the ship.

Swarm. This special launcher fires multiple smaller projectiles at a target. When attacking with the weapon, make a number of attacks equal to the value indicated, dealing damage indicated on a hit. If all attacks for this weapon hit the target, the target suffers a Critical Effect.

Ray Emmiters

Energy Bay Weapon

Rays are weapons that create highly-concentrated beams of light. While they are inexpensive and require no aiming, their damage is easily mitigated by a target's shields. All ray weapons have the Focusing property.

Firebeam. This special weapon is designed to start fires inside a starship. If a starship takes any damage from this weapon, the weapon creates a fire in the ship. Randomly generate a straight line inside the starship up to 30 feet long and 5 feet wide. Each space in that line not occupied by any equipment is engulfed in fire for 1 minute, igniting any flammable objects inside it not being worn or carried. When a creature enters the line for the first time on a turn or starts its turn there, it takes 1d6 fire damage. A creature may use an action to extinguish a 5-foot section of fire that is adjacent to it.

Incisor. This special weapon is designed to cut holes in a target's hull. If a starship takes any damage from this weapon, the weapon creates a small hull breach in 2 random places on the ship (see Starship Conditions).

Necrosis Beam. This horrifying weapon is designed to disintegrate organic matter in its path. Instead of dealing damage to the starship, randomly generate a straight line inside the starship up to 30 feet long and 10 feet wide. Any creature in that line takes the damage listed.