The Hidden Truth

Player > Starships > Other > Weapon

Starship Weapon

Whether the PCs are in the Vast or near a Pact Worlds planet, space is a dangerous place, plagued with hostile aliens, raiders, and worse. As a result, most ships protect themselves with a variety of weapons, ranging from laser cannons to solar torpedoes.
Weapons must be installed on special mounts on a ship, specified in the ship’s base frame (see page 294). These mounts are designed for optimal firing and are placed so that they can be easily tied into the ship’s power and control systems. They also prevent the weapon from affecting the course or speed of a ship when fired.

Light Weapons

NameRangeSpeed (In Hexes)DamagePCUCost (In BP)Special PropertiesSource
Direct-fire Weapons
Chain cannonShort (5-Hexes)6d41515RipperCRB p.302
CoilgunLong (20-Hexes)4d4106CRB p.302
Flak throwerShort (5-Hexes)3d4105Point (+8)CRB p.302
GyrolaserShort (5-Hexes)1d8103Broad arcCRB p.302
Laser netShort (5-Hexes)2d6109Point (+10)CRB p.302
Light EMP cannonShort (5-Hexes)Special108EMPCRB p.302
Light laser cannonShort (5-Hexes)2d452CRB p.302
Light particle beamMedium (10-Hexes)3d61010CRB p.302
Light plasma cannonShort (5-Hexes)2d121012CRB p.302
Mining laserShort (5-Hexes)2d6105BurrowingPWD p.153
Negative-energy gunMedium (10-Hexes)2d6107NumbingDS06 p.49
Tracking Weapons
High explosive missile launcherLong (20-Hexes)124d8104Limited fire 5CRB p.302
Light carrion-missile launcherLong (20-Hexes)123d8105Limited fire 5, volatileDS06 p.49
Light plasma torpedo launcherLong (20-Hexes)143d855Limited fire 5CRB p.302
Light spore torpedo launcherMedium (10-Hexes)143d655Limited fire 5, sporePWD p.153
Light torpedo launcherLong (20-Hexes)162d854CRB p.302
Micromissile batteryLong (20-Hexes)102d6103Array, limited fire 5CRB p.302
Tactical nuclear missile launcherLong (20-Hexes)105d8105Irradiate (low), limited fire 5CRB p.302

Heavy Weapons

NameRangeSpeed (In Hexes)DamagePCUCost (In BP)Special PropertiesSource
Direct-fire Weapons
GraserShort (5-Hexes)7d104035Irradiate (medium)CRB p.302
Gravity gunMedium (10-Hexes)6d64030Tractor beamCRB p.302
Heavy EMP cannonMedium (10-Hexes)Special3024EMPCRB p.302
Heavy laser arrayShort (5-Hexes)6d41510ArrayCRB p.302
Heavy laser cannonMedium (10-Hexes)4d8108CRB p.302
Heavy laser netShort (5-Hexes)5d61512Point (+12)CRB p.302
MaserLong (20-Hexes)6d103522CRB p.302
Negative-energy cannonMedium (10-Hexes)5d61515NumbingDS06 p.49
Particle beamLong (20-Hexes)8d62515CRB p.302
Persistent particle beamLong (20-Hexes)10d64025CRB p.302
Plasma cannonMedium (10-Hexes)5d123020CRB p.302
RailgunLong (20-Hexes)8d42015CRB p.303
Twin laserLong (20-Hexes)5d81512CRB p.303
X-laser cannonLong (20-Hexes)8d64035LineCRB p.303
Tracking Weapons
Heavy antimatter missile launcherLong (20-Hexes)810d101512Limited fire 5CRB p.303
Heavy carrion-missile launcherLong (20-Hexes)106d101515Limited fire 5, volatileDS06 p.49
Heavy nuclear missile launcherLong (20-Hexes)1010d81510Irradiate (medium), limited fire 5CRB p.303
Heavy plasma torpedo launcherLong (20-Hexes)125d101010Limited fire 5CRB p.303
Heavy spore torpedo launcherMedium (10-Hexes)125d81010Limited fire 5, sporePWD p.153
Heavy torpedo launcherLong (20-Hexes)145d8108Limited fire 5CRB p.303

Capital Weapons

NameRangeSpeed (In Hexes)DamagePCUCost (In BP)Special PropertiesSource
Direct-fire Weapons
Gravity cannonLong (20-Hexes)2d6 × 104050Tractor beamCRB p.303
Mass driverLong (20-Hexes)2d6 × 102525CRB p.303
Particle beam cannonLong (20-Hexes)3d4 × 103030CRB p.303
Persistent particle beam cannonLong (20-Hexes)2d10 × 105040CRB p.303
Super EMP cannonLong (20-Hexes)Special4545EMPCRB p.303
Super negative-energy cannonLong (20-Hexes)2d10 × 104060NumbingDS06 p.49
Super plasma cannonMedium (10-Hexes)3d6 × 104535CRB p.303
Super X-laser cannonLong (20-Hexes)3d4 × 105060LineCRB p.303
SupergraserMedium (10-Hexes)2d8 × 105060Irradiate (high)CRB p.303
SuperlaserLong (20-Hexes)2d4 × 102020CRB p.303
SupermaserLong (20-Hexes)2d8 × 104035CRB p.303
Vortex cannonMedium (10-Hexes)2d12 × 105575VortexCRB p.303
Tracking Weapons
Antimatter mega-missile launcherLong (20-Hexes)64d10 × 101525Limited fire 5CRB p.303
Hellfire torpedo launcherLong (20-Hexes)82d10 × 101025Limited fire 5CRB p.303
Mega carrion-missile launcherLong (20-Hexes)83d8 × 101525Limited fire 5, volatileDS06 p.49
Nuclear mega-missile launcherLong (20-Hexes)84d8 × 101520Limited fire 5CRB p.303
Quantum missile launcherLong (20-Hexes)122d8 × 101520Limited fire 5, quantumCRB p.303
Solar torpedo launcherLong (20-Hexes)102d6 × 101020Limited fire 5CRB p.303

Spinal-mount Weapons

Any Supercolossal ship can mount multiple capital weapons, but the dreaded ultranought can have an even larger weapon, known as a spinal-mount weapon. These immense devices of destruction are built along the vessel’s core spine, and they can channel the power of the ship’s engines and reactors directly into massive, direct-fire attacks that can obliterate most targets. No ship of the line can mount more than one spinal-mount weapon, although spinal-mount weapons have multiple apertures or focusing lenses that are part of a single weapon. A spinal-mount weapon must be mounted in the front arc of a ship.
Spinal-mount weapons must be charged. Beginning this process requires the ship’s engineer to take an engineer action during the engineering phase and succeed at an Engineering check (DC = 10 + 1-1/2 × the starship’s tier) to activate the weapon. The weapon then charges during that round of combat and the next.
On the third round, during the gunnery phase, the spinalmount weapon can be fired with the shoot gunner action. Because aiming the weapon requires moving the ship, the gunner gains a +2 bonus to gunner checks when using her ranks in Piloting instead of her base attack bonus. If the gunner wants to use her base attack bonus, she gains a +1 bonus to her gunner checks if she is trained in Piloting. Additionally, if the gunner fires no other weapons during the same round as the spinal-mount weapon, it deals an additional 1 damage per die. Once a spinal-mount weapon is fired, it cannot be activated again for 2d4 rounds.
If the gunner doesn’t fire a spinal-mount weapon on the first round that it is fully charged, a member of the crew must take an engineer or gunner action each round (requiring no skill check) to keep it on standby. If no member of the crew takes this action, the weapon functions as if it had been fired and cannot be activated again for 2d4 rounds.

NameRangeSpeed (In Hexes)DamagePCUCost (In BP)Special PropertiesSource
Gravity annihilatorLong (20-Hexes)8d6 × 105060Tractor beamDS06 p.47
Hypermass cannonLong (20-Hexes)6d6 × 104030LineDS06 p.47
Nova ramLong (20-Hexes)6d10 × 107545LineDS06 p.47
Particle acceleration gunLong (20-Hexes)9d4 × 105030LineDS06 p.47
Ultra plasma cannonMedium (10-Hexes)9d6 × 108035LineDS06 p.47
Ultra X-laser cannonLong (20-Hexes)6d8 × 109060LineDS06 p.47
UltragraserMedium (10-Hexes)6d8 × 107570Irradiate (high), lineDS06 p.47
UltralaserLong (20-Hexes)6d4 × 103025LineDS06 p.47
UltramaserLong (20-Hexes)6d8 × 106040LineDS06 p.47
Vortex devourerMedium (10-Hexes)6d12 × 108080VortexDS06 p.47

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