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
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