Beam weapons deal energy
damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.
Beam Weapon Mounts:
Beam weapons are mounted on turrets or in banks that, coupled with the
starship's ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the
purchase DC of the weapon.
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target's defenses. The most basic
projectile weapons launch a small hunk of metal at roughly the
speed of sound; the most advanced can push around mountains or molecules at greater than the
speed of light.
Projectile Weapon Mounts: Like
beam weapons,
projectile weapons are mounted on turrets or in banks that, coupled with the
starship's ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the
purchase DC of the weapon.
A
missile is an explosive warhead fixed to a guided rocket and fired from a
missile launcher. The type of warhead determines both the type and amount of
damage.
Mines are immobile explosives that must be deployed to be effective.
Mines are equipped with
sensors to scan approaching ships and detonate when hostile ships draw near. Some
mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship's cargo capacity (most of it taken up by the launch system and radiation shielding).
Minelayers: A
starship must be equipped with a minelayer (
purchase DC 25) to deploy
mines, and only Colossal ships can be fitted with
minelayers. A minelayer consists of two or more mine rails-low-powered magnetic accelerators that can deploy one mine per round.
A
starship that deploys a mine sets the conditions under which the mine detonates. Up to four
mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.
A deployed
mine is a Medium-size object with
Defense 5, hardness 10, and 50
hit points. Damaging or destroying a deployed
mine has a 50% chance per hit of detonating it.
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the
mine's detonation area), the deployed
mine explodes. The
mine's detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the
mine's detonation area take
damage when the
mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the
damage by half; making this check does not count as an action.
Each full doubling of the number of
fire-linked weapons (two weapons, four, eight, and so on) increases the
damage by one-half the base
damage. For example, a fighter using two fire-linked rail cannons (
damage 6d12 each) deals 9d12 points of
damage with a successful attack. Fire-linking weapons adds +1 to the
purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a
purchase DC of 31 instead of 30.
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the
weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked
weapons in groups of two. Only
starships with four or more
fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the
purchase DC of each weapon in the link.
A
weapon battery consists of a cluster of up to five identical
beam weapons,
projectile weapons, or
missile launchers that fire as a single weapon (requiring a single
attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the
attack roll, to a maximum of +4 for a five-
weapon battery. If the attack succeeds, roll
damage as if one of the weapons had hit. In addition, a
weapon battery has a greater chance of scoring a
critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19-20. This effect stacks with other systems that expand a weapon's critical threat range, such as Achilles targeting software.
Batteries of
weapons cannot be "split" into individual
weapons; they either fire all together, or not at all. Installing
weapons in a battery increases the
purchase DC of each weapon by +1.
Rate of Fire:
Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.
Single Shot: A
weapon with a single shot
rate of fire can fire only one shot per attack, even if the gunner has a
feat or other ability that normally allows more than one shot per attack.
Semiautomatic (S): A semiautomatic
ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain
feats can fire a semiautomatic
beam weapon multiple times in rapid succession, getting more than one shot per attack.
Minimum Ship Size: The minimum size of
starship capable of supporting the
weapon.
Restriction: The level of license required to purchase the
weapon legally.