| Ship Weapon | Cost | Dmg | Power | Mass | Hardpoints | Class | TL | Qualities |
|---|---|---|---|---|---|---|---|---|
| ECM Pod | 150k | 0 | 5 | 2 | 1 | Fighter | TL4 | EWAR |
| 70mm Rocket Pod | 150k/5k | 2d4 | 1 | 2 | 1 | Fighter | TL3 | Concussive / Ammo 1 |
| 30mm Rotary Cannon | 50k | 1d6 | 1 | 2 | 1 | Fighter | TL3 | |
| 60mm Autocannon Turret | 75k | 2d4 | 1 | 2 | 1 | Frigate | TL4 | Flak |
| 120mm Autocannon Turret | 150k | 2d6 | 2 | 4 | 1 | Frigate | TL4 | AP 10 |
| Vertical Launch Tubes | 200k/100k | 3d8 | 2 | 4 | 2 | Cruiser | TL4 | Guided Munitions, AP 20, Ammo 6 |
| Hydra Mass Driver Platform | 5m/50k | 4d20 | 10 | 10 | 4 | Capital | TL4+ | AP 20, Ammo 2, Clumsy |
| Medusa 400mm Magnetic Accellerator Cannon | 2m/50k | 2d6 | 6 | 6 | 2 | Cruiser | TL4 | AP 20, Ammo 3, Clumsy |
| Torpedo Rail | 750k/50k | 3d6 | 5 | 5 | Fighter | TL4 | AP 15, Ammo 1, Guided |
Weapon Qualities
Concussive: The weapon fires a warhead that relies on explosive shock to inflict damage on a ship’s armor. At the impact point, the target looses 1d4 amount of AC. To hit the same impact point, the attacker rolls with -2 on attack rolls.
Guided Munitions: The weapon gains a +2 to hit if the firing ship has acquired the target with a sensor. If the weapon looses communication with the ship it was fired from, it either self-destructs or veers off course.
EWAR: When a target is locked with an EWAR weapon, it gets a -2 on rolls resisting and performing Hacking or Programming Tasks, while the attacker gains a +1 to attack rolls.