Beam Weapons

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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 weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.

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.

TL6
Weapon Damage Critical Damage Type Range Increment Rate of Fire Minimum Ship Size Purchase DC
Fusion Beam 10d8 (45) 20
Energy
3,000 ft.
Single
Capital
33
Laser 6d8 (27) 20 Fire 4,000 ft. Single∇ Huge 28
Laser, Heavy
8d8 (36)
20
Fire
4,000 ft.
Single
Dreadnaught
28
Neutron Gun 6d8 (36) 20 Energy 5,000 ft. Single Dreadnaught 31
Neutron Gun, heavy
10d8 (45)
20
Energy
6,000 ft.
Single
Dreadnaught
35

TL7
Weapon Damage Critical Damage Type Range Increment Rate of Fire Minimum Ship Size Purchase DC
Antimatter Gun
10d8 (45)
20
Energy
5,000 ft.
Single
Dreadnaught
38
Magnetic warp Beam
12d12 (78)
20
Energy
4,000 ft.
Single
Gargantuan
39
Particle Beam
12d8 (54)
20
Energy
4,000 ft.
Single
Gargantuan
26
Particle Beam, heavy
16d8 (72)
20
Energy
5,000 ft.
Single
Dreadnaught
39
Plasma Cannon
14d8 (average: 63)
20
Fire
3,000 ft.
Single∇
Gargantuan
36
Plasma Cannon, heavy
18d8 (36)
20
Fire
4,000 ft.
Single∇
Dreadnaught
39
Quantum Cannon
16d8 (54)
20
Energy
6,000 ft.
Single
Gargantuan
41

∇ — With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.

Damage: The damage a weapon deals. Also the average damage for that weapon.

Critical: The critical threat range of the weapon.

Damage Type: Most beam weapons deal a non-specific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of damage.

Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. Beam weapons dissapate and become ineffective past 10 range increments.

Rate of fire: Ranged weapons have three possible rates of fire:

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: A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gain mutliple attacks per round because of level or because or certain feats can fire a semiautomatic beam weapon multiple times in succession, getting more than one shot per attack.

Automatic: Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.

If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an Attack Roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage. Apply a penalty on the check based on the size of the pilot’s ship: Huge = -2, Gargantuan = -4, Colossal = -8.

Minimum ship size: The minimum size of a starship capable of supprting the weapon.

Purchase DC: The purchase DC of the weapon.

Beam Weapons

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