STARSHIP WEAPONS

Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a -4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a -4 penalty on the skill check. The character must also make a Wealth check against the weapon's purchase DC.
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a -4 penalty on the skill check.
Modifying Weapons: Certain beam and projectile weapons-as noted in Table: Starship Weapons-can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.
Find topic in: Bullet Points, Future
Attacks Of OpportunityAverage Weapon DamageCombat Statistics
EngineerStarship GunneryStarship Types
Starship Weapons On AutofireUltralight Starship Wings
Future 3.5 d20 d20 srd wizards modern MRD rpg modern MRD wizards modern Weapons roleplaying rpg Starships Future roleplaying mrd modern Starships Starships MRD 3.5 3.5 rpg Starship Starship Weapons msrd msrd mrd Starship Future Starship wizards Starships