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.
Tech Level 6
|Fusion Beam||10d8 (average: 45)||Energy||3,000 ft.||Gargantuan|
|Laser||6d8 (average: 27)||Fire||4,000 ft.||Huge|
|Laser, Heavy||8d8 (average: 36)||Fire||4,000 ft.||Colossal|
|Neutron Gun||6d8 (average: 36)||Energy||5,000 ft.||Colossal|
|Neutron Gun, heavy||10d8 (average: 45)||Energy||6,000 ft.||Colossal|
Tech Level 7
|Antimatter Gun||10d8 (average: 45)||Energy||5,000 ft.||Colossal|
|Magnetic warp Beam||12d12 (average: 78)||Energy||4,000 ft.||Gargantuan|
|Particle Beam||12d8 (average: 54)||Energy||4,000 ft.||Gargantuan|
|Particle Beam, heavy||16d8 (average: 72)||Energy||5,000 ft.||Colossal|
|Plasma Cannon||14d8 (average: 63)||Fire||3,000 ft.||Gargantuan|
|Plasma Cannon, heavy||18d8 (average: 36)||Fire||4,000 ft.||Colossal|
|Quantum Cannon||16d8 (average: 54)||Energy||6,000 ft.||Gargantuan|
∇ — 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.