Many starships use defensive weapons that target locations or create hazards to slow or repel enemy ships, as presented in the Starship Defenses table. Each weapon must be installed at the appropriate type indicated.

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Flak Cannon

Missile Bay Weapon

When fired, the flak cannon creates a dense field of debris in a 300-foot cone originating from the starship, which disperses after 1 minute. For the duration, the debris field is difficult terrain for starships and provides half cover to starships behind it. When a starship moves into or within the area, it takes 1d8 piercing damage for every 100 feet it travels. As usual, the recommended cost of each piece of ammunition is the cost of the weapon divided by 10.

Flare Module

Missile Bay Weapon

When fired, the flare module releases hundreds of bright harmless flares in a 100-foot diameter sphere within range. The flares last until the end of the starship's next turn. While the flares remain, starships within 500 feet of them automatically succeed on saving throws made to evade weapons with the Targeting property.

Mine Launcher

Missile Bay Weapon

When fired, the mine launcher creates a cluster of mines at each 100-foot square space in a 300-foot diameter sphere centered on a point within range. Whenever a starship enters a space with mines, the mines in that space detonate. The starship must make a Dexterity saving throw against the indicated DC, taking full damage on a failed save or half as much on a success. A starship flying through multiple mine spaces must make a saving throw for each space. The mines remain for up to 5 years or until they detonate.

Mine Ammunition. The mine launcher can be loaded with different types of mine ammunition for different effects, which are included in the table. At GM's discretion, they can have additional effects - a flash mine may temporarily blind a pilot or a thunder mine may push a starship away.

Wave Pulser

Energy Bay Weapon

When fired, the wave pulser emits a sphere of technomantic energy. Each starship within 300 feet of your starship must make a Constitution saving throw against the indicated DC. On a failed save, it takes full damage and is pushed 300 feet away. On a successful save, it takes only half as much damage and is not pushed.