IMTU, most ships are built in such a way that their essential systems are rugged and resistant to damage. That means that small arms rarely cause any serious damage to starships; but heavier weapons are more dangerous to use onboard.
For the sake of collateral damage, I divide weapons into three groups - Small Arms (including hand-held lasers), Explosive Weapons (grenades and rockets) and Heavy Weapons (F/PGMP's).
Small Arms are not powerful enough to penetrate any of a ship's essential systems. While they could harm various surface features (such as consoles, keypads, controls, lockers, locks and so on), they cause only very focused damage, meaning that they'll have to hit a feature directly in order to damage it; as most of the ship's internal surface is just walls and paneling, this would be rare.
In game terms, if a Small Arm misses with an Effect of -4 or worse, it hits something superficial (e.g. console or keypad) and damages it. Repairing this kind of damage is either a Mechanic, Intelligence, 1-6 minutes, Routine (+2) check or an Engineer (Electronics), Intelligence, 1-6 minutes, Routine (+2) check (Referee's choice). The repairs require some spare parts from the ship's locker; assume that they are re-stocked in each Ship Maintenance and covered by the Maintenance cost.
Explosives cause area damage and are more potent than small-arms. In game terms, Explosive weapons ALWAYS cause superficial area damage, EVEN IF THEY HIT THEIR TARGET (unless they hit with an Effect of +6 or better, that is, in which case no damage is done). Repairing this kind of damage requires both a Mechanic, Intelligence, 10-60 minutes, Routine (+2) check and an Engineer (Electronics), Intelligence, 10-60 minutes, Routine (+2) check. The repairs require some spare parts from the ship's locker; assume that they are re-stocked in each Ship Maintenance and covered by the Maintenance cost.
Furthermore, if an Explosive weapon misses with an Effect of -6 or worse, and the ship has Armour 1 or less, it causes a Ship Hit as appropriate for the combat location - an explosion on the bridge with an Effect of -6 or worse, for example, disables the bridge as if it was hit twice in ship combat; an explosion in the engineering section with an Effect of -6 or worse causes one Ship Hit to either the Maneuver Drive, Jump Drive or Power Plant (Referee's choice). Ships with Armour 2 or better are immune to such damage.
Heavy Weapons (i.e. F/PGMP's) are VERY dangerous to use on ships as they have SERIOUS firepower. In game terms, Heavy Weapons ALWAYS cause superficial area damage, EVEN IF THEY HIT THEIR TARGET (unless they hit with an Effect of +6 or better, that is, in which case no damage is done). Repairing this kind of damage requires both a Mechanic, Intelligence, 10-60 minutes, Routine (+2) check and an Engineer (Electronics), Intelligence, 10-60 minutes, Routine (+2) check. The repairs require some spare parts from the ship's locker; assume that they are re-stocked in each Ship Maintenance and covered by the Maintenance cost.
Furthermore, if a Heavy Weapon misses with an Effect of -5 or worse, and the ship has Armour 7 or less, it causes a Ship Hit as appropriate for the combat location - a plasma blast on the bridge with an Effect of -4 or worse, for example, disables the bridge as if it was hit twice in ship combat; a plasma blast in the engineering section with an Effect of -4 or worse causes one Ship Hit to either the Maneuver Drive, Jump Drive or Power Plant (Referee's choice). Ships with Armour 8 or better are immune to such damage.