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Player > Starships > Other > 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. 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.
Name | Range | Speed (In Hexes) | Damage | PCU | Cost (In BP) | Special Properties | Source |
---|---|---|---|---|---|---|---|
Direct-fire Weapons | |||||||
Aeon Caster | Medium (10-Hexes) | — | 3d4 | 10 | 7 | Mystical, restricted (Imperial Fleet) | SOM p.18 AT01 p.49 |
Chain Cannon | Short (5-Hexes) | — | 6d4 | 15 | 10 | Ripper | CRB p.302 |
Coilgun | Long (20-Hexes) | — | 4d4 | 10 | 10 | — | CRB p.302 |
Connecting Tendril | Short (5-Hexes) | — | 3d6 | 10 | 10 | Burrowing, connecting, mystic | A!02 p.49 |
Decorative Ramming Prow | — | — | 2d4 | 0 | 5 | Intimidating, ramming | SOM p.18 |
Flak Spores | Special | — | 2d4 | 5 | 4 | Flak area, limited fire 2 | A!02 p.49 |
Flak Thrower | Short (5-Hexes) | — | 3d4 | 10 | 5 | Point (+8) | CRB p.302 |
Force Projector | Short (5-Hexes) | — | 1d10 | 10 | 7 | Force field (15) | SOM p.18 |
Garbage Ejection System | Short (5-Hexes) | 8 | 1d6 | 1 | 1 | Limited fire 1, point (+8) | SOM p.18 |
Gyrolaser | Short (5-Hexes) | — | 1d8 | 10 | 3 | Broad arc | CRB p.302 |
Laser Net | Short (5-Hexes) | — | 2d6 | 10 | 9 | Point (+10) | CRB p.302 |
Light Buster Cannon | Short (5-Hexes) | — | 3d8 | 10 | 9 | Buster | SOM p.18 |
Light EMP Cannon | Short (5-Hexes) | — | Special | 10 | 8 | EMP | CRB p.302 |
Light Force Ramming Prow | — | — | 0 | 5 | 3 | Force field (20), ramming | SOM p.18 |
Light Laser Cannon | Short (5-Hexes) | — | 2d4 | 5 | 2 | — | CRB p.302 |
Light Orbital Death Knell | Medium (10-Hexes) | — | 3d10 | 20 | 18 | Orbital (3) | SOM p.18 |
Light Orbital Particle Cannon | Long (20-Hexes) | — | 2d10 | 20 | 21 | Line, orbital (2) | SOM p.18 |
Light Particle Beam | Medium (10-Hexes) | — | 3d6 | 10 | 10 | — | CRB p.302 |
Light Plasma Cannon | Short (5-Hexes) | — | 2d12 | 10 | 12 | — | CRB p.302 |
Light Ramming Prow | — | — | 3d4 | 1 | 6 | Ramming | NSP p.115 |
Light Static Projector | Short (5-Hexes) | — | 1d6 | 10 | 9 | Scatterscan | 3C03 p.49 |
Light Teleportation Beam | Short (5-Hexes) | — | 1d20 | 15 | 14 | Teleportation (1) | SOM p.18 |
Light Tzibeam | Short (5-Hexes) | — | 3d6 | 20 | 15 | Death field 2d6, mystical | AA3 p.123 |
Mining Laser | Short (5-Hexes) | — | 2d6 | 10 | 5 | Burrowing | PWD p.153 |
Minor Ramming Prow | — | — | 2d4 | 1 | 4 | Ramming | SOM p.18 NSP p.115 |
Missile Blocker | Short (5-Hexes) | — | 1d10 | 10 | 8 | Jamming | NSP p.115 |
Negative-Energy Gun | Medium (10-Hexes) | — | 2d6 | 10 | 7 | Numbing | DS06 p.49 |
Rail Launcher | Medium (10-Hexes) | — | 2d8 | 15 | 10 | Rail 1d8 | SOM p.18 |
Scrambler | Medium (10-Hexes) | — | 2d8 | 15 | 12 | Suspending (+5) | NSP p.115 |
Shadow Bolt Projector | Medium (10-Hexes) | — | 1d10 | 15 | 7 | Intimidating, mystical | SOM p.18 |
Tracer | Long (20-Hexes) | — | None | 5 | 8 | Bugging | NSP p.115 |
ECM Modules | |||||||
Digital Strike Conduit | Medium (10-Hexes) | — | Special | 10 | 10 | Hacking | SOM p.18 |
Gravity Generator | Short (5-Hexes) | — | Special | 10 | 9 | Gravity well | SOM p.18 |
Nav-Scram Projector | Short (5-Hexes) | — | Special | 5 | 10 | Nav-scram | SOM p.18 |
Warp Puck Launcher | — | — | Special | 5 | 10 | Limited fire 3, mine (1), transposition (1) | SOM p.18 |
Melee Weapons | |||||||
Light Explosion Injector | — | 3d10 | 5 | 13 | Burrowing, limited fire 5 | SOM p.18 | |
Light Hacksaw Arm | — | 4d6 | 10 | 8 | Ripper | SOM p.18 | |
Light Ship Tether | — | 2d6 | 5 | 6 | Anchoring | SOM p.18 | |
Light-Blade Hull | — | 3d8 | 5 | 10 | — | SOM p.18 | |
Tracking Weapons | |||||||
High Explosive Missile Launcher | Long (20-Hexes) | 12 | 4d8 | 10 | 14 | Limited fire 5 | CRB p.302 |
Light Aeon Torpedo Launcher | Long (20-Hexes) | 12 | 3d6 | 10 | 8 | Limited fire 5, mystical, restricted (Imperial Fleet) | SOM p.18 AT01 p.49 |
Light Carrion-Missile Launcher | Long (20-Hexes) | 12 | 3d8 | 10 | 5 | Limited fire 5, volatile | DS06 p.49 |
Light Cytoplasm Launcher | Long (20-Hexes) | 14 | 4d8 | 10 | 6 | Limited fire 5 | AA2 p.121 |
Light Frag Mines | — | — | 8d4 | 5 | 12 | Limited fire 5, mine (3), ripper | SOM p.18 |
Light Plasma Mines | — | — | 2d12 | 5 | 12 | Limited fire 5, mine (4) | SOM p.18 |
Light Plasma Torpedo Launcher | Long (20-Hexes) | 14 | 3d8 | 5 | 11 | Limited fire 5 | CRB p.302 |
Light Plasma Torpedo Pod | Long (20-Hexes) | 14 | 3d8 | 0 | 11 | Limited fire 3, pod | SOM p.18 |
Light Spore Torpedo Launcher | Medium (10-Hexes) | 14 | 3d6 | 5 | 5 | Limited fire 5, spore | PWD p.153 |
Light Torpedo Launcher | Long (20-Hexes) | 16 | 2d8 | 5 | 7 | — | CRB p.302 |
Magic Torpedo Unit | Long (20-Hexes) | 18 | 2d4+2 | 10 | 10 | Broad arc, mystical, quantum | SOM p.18 |
Micromissile Battery | Long (20-Hexes) | 10 | 2d6 | 10 | 5 | Array, limited fire 5 | CRB p.302 |
Mini-Nuke Mines | — | — | 5d8 | 5 | 8 | Irradiate (low), limited fire 3, mine (1) | SOM p.18 |
Slow Burn Missile Launcher | Long (20-Hexes) | 8 | 4d6 | 10 | 4 | Limited fire 5, smoldering (2d6) | NSP p.115 |
Tactical Nuclear Missile Launcher | Long (20-Hexes) | 10 | 5d8 | 10 | 18 | Irradiate (low), limited fire 5 | CRB p.302 |
Vandal Rocket Launcher | Long (20-Hexes) | 12 | 4d8 | 12 | 5 | Limited fire 3, vandal drones 1d4 | AA3 p.61 |
Name | Range | Speed (In Hexes) | Damage | PCU | Cost (In BP) | Special Properties | Source |
---|---|---|---|---|---|---|---|
Direct-fire Weapons | |||||||
Force Blaster | Short (5-Hexes) | — | 3d10 | 25 | 18 | Force field (40) | SOM p.18 |
Gatling Cannon | Short (5-Hexes) | — | 15d4 | 20 | 20 | Ripper | SOM p.18 |
Graser | Short (5-Hexes) | — | 7d10 | 40 | 35 | Irradiate (medium) | CRB p.302 |
Gravity Gun | Medium (10-Hexes) | — | 6d6 | 40 | 30 | Tractor beam | CRB p.302 |
Gyrocannon | Short (5-Hexes) | — | 3d10 | 20 | 14 | Broad arc | SOM p.18 |
Heavy Aeon Caster | Medium (10-Hexes) | — | 6d6 | 20 | 15 | Mystical | SOM p.18 AT01 p.49 |
Heavy Buster Cannon | Medium (10-Hexes) | — | 6d8 | 15 | 16 | Buster | SOM p.18 |
Heavy EMP Cannon | Medium (10-Hexes) | — | Special | 30 | 12 | EMP | CRB p.302 |
Heavy Flak Spores | Special | — | 4d6 | 15 | 13 | Flak area, limited fire 3 | A!02 p.49 |
Heavy Force Ramming Prow | — | — | 3d4 | 10 | 10 | Force field (40), ramming | SOM p.18 |
Heavy Laser Array | Short (5-Hexes) | — | 6d4 | 15 | 10 | Array | CRB p.302 |
Heavy Laser Cannon | Medium (10-Hexes) | — | 4d8 | 10 | 15 | — | CRB p.302 |
Heavy Laser Net | Short (5-Hexes) | — | 5d6 | 15 | 15 | Point (+12) | CRB p.302 |
Heavy Orbital Death Knell | Medium (10-Hexes) | — | 7d10 | 40 | 36 | Orbital (7) | SOM p.18 |
Heavy Orbital Particle Cannon | Long (20-Hexes) | — | 5d10 | 40 | 42 | Line, orbital (5) | SOM p.18 |
Heavy Ramming Prow | — | — | 5d4 | 1 | 8 | Ramming | SOM p.18 NSP p.115 |
Heavy Solar Cannon | Medium (10-Hexes) | — | 3d8 | 15 | 10 | Sustained 2 | DF02 p.0 |
Heavy Static Projector | Medium (10-Hexes) | — | 3d6 | 20 | 27 | Scatterscan | 3C03 p.49 |
Heavy Teleportation Beam | Medium (10-Hexes) | — | 3d20 | 40 | 35 | Teleportation (2) | SOM p.18 |
Heavy Tzibeam | Medium (10-Hexes) | — | 6d6 | 40 | 30 | Death field 5d6, mystical | AA3 p.123 |
Imposing Ramming Prow | — | — | 4d4 | 1 | 10 | Intimidating, ramming | SOM p.18 |
Maser | Long (20-Hexes) | — | 6d10 | 35 | 22 | — | CRB p.302 |
Negative-Energy Cannon | Medium (10-Hexes) | — | 5d6 | 15 | 15 | Numbing | DS06 p.49 |
Particle Beam | Long (20-Hexes) | — | 8d6 | 25 | 20 | — | CRB p.302 |
Persistent Particle Beam | Long (20-Hexes) | — | 10d6 | 40 | 25 | — | CRB p.302 |
Plasma Cannon | Medium (10-Hexes) | — | 5d12 | 30 | 20 | — | CRB p.302 |
Pulsed Gyrolaser | Short (5-Hexes) | — | 3d8 | 25 | 20 | Broad arc | NSP p.115 |
Radiant Cannon | Medium (10-Hexes) | — | 7d6 | 35 | 22 | Radiant | AT01 p.49 |
Rail Ballista | Medium (10-Hexes) | — | 6d8 | 35 | 22 | Rail 3d8 | SOM p.18 |
Railgun | Long (20-Hexes) | — | 8d4 | 20 | 15 | — | CRB p.303 |
Shadow Beam Projector | Medium (10-Hexes) | — | 4d10 | 40 | 30 | Intimidating, line, mystical | SOM p.18 |
Stasis Beam | Medium (10-Hexes) | — | Special | 30 | 30 | Immobilize | 3C03 p.49 |
Superscrambler | Medium (10-Hexes) | — | 4d8 | 30 | 28 | Suspending (+10) | NSP p.115 |
Torpedo Blocker | Short (5-Hexes) | — | 3d10 | 30 | 26 | Jamming | NSP p.115 |
Twin Laser | Long (20-Hexes) | — | 5d8 | 15 | 18 | — | CRB p.303 |
X-Laser Cannon | Long (20-Hexes) | — | 8d6 | 40 | 35 | Line | CRB p.303 |
ECM Modules | |||||||
Digital Raid Node | Medium (10-Hexes) | — | Special | 15 | 15 | Hacking | SOM p.18 |
Fractal Nav-Scram Projector | Short (5-Hexes) | — | Special | 10 | 16 | Nav-scram | SOM p.18 |
Gravity Well Generator | Short (5-Hexes) | — | Special | 15 | 20 | Gravity well | SOM p.18 |
Warp Puck Bank | — | — | Special | 5 | 20 | Limited fire 3, mine (2), transposition (2) | SOM p.18 |
Melee Weapons | |||||||
Heavy Explosion Injector | — | 6d12 | 10 | 26 | Burrowing, limited fire 5 | SOM p.18 | |
Heavy Hacksaw Arm | — | 10d6 | 20 | 15 | Ripper | SOM p.18 | |
Heavy Ship Tether | — | 4d8 | 10 | 14 | Anchoring | SOM p.18 | |
Heavy-Blade Hull | — | 6d8 | 10 | 17 | — | SOM p.18 | |
Tracking Weapons | |||||||
Counter-Missile Bank | Short (5-Hexes) | 14 | 8d6 | 10 | 11 | Limited fire 6, point (+12) | SOM p.19 |
Drone Launcher | Long (20-Hexes) | 12 | 5d8 | 15 | 13 | Drone (1d8), limited fire 5 | AT01 p.49 |
Gravity Twister Launcher | Long (20-Hexes) | 16 | 8d10 | 15 | 11 | Gravity tether, limited fire 5 | NSP p.115 |
Heavy Aeon Torpedo Launcher | Long (20-Hexes) | 12 | 6d8 | 15 | 12 | Limited fire 5, quantum | SOM p.19 AT01 p.49 |
Heavy Antimatter Missile Launcher | Long (20-Hexes) | 8 | 10d10 | 15 | 35 | Limited fire 5 | CRB p.303 |
Heavy Carrion-Missile Launcher | Long (20-Hexes) | 10 | 6d10 | 15 | 15 | Limited fire 5, volatile | DS06 p.49 |
Heavy Cytoplasm Launcher | Medium (10-Hexes) | 14 | 6d8 | 10 | 10 | Limited fire 5 | AA2 p.121 |
Heavy Frag Mines | — | — | 8d8 | 5 | 15 | Limited fire 5, mine (3), ripper | SOM p.19 SOM p.19 |
Heavy Nuclear Mines | — | — | 10d8 | 10 | 14 | Irradiate (medium), limited fire 3, mine (1) | SOM p.19 |
Heavy Nuclear Missile Launcher | Long (20-Hexes) | 10 | 10d8 | 15 | 35 | Irradiate (medium), limited fire 5 | CRB p.303 |
Heavy Nuclear Silo | Long (20-Hexes) | 5 | 10d10 | 15 | 35 | Irradiate (medium), limited fire 3, orbital (10) | SOM p.19 |
Heavy Plasma Mines | — | — | 4d12 | 10 | 18 | Limited fire 5, mine (4) | SOM p.19 |
Heavy Plasma Torpedo Launcher | Long (20-Hexes) | 12 | 5d10 | 10 | 18 | Limited fire 5 | CRB p.303 |
Heavy Plasma Torpedo Pod | Long (20-Hexes) | 12 | 5d10 | 0 | 18 | Limited fire 3, pod | SOM p.19 |
Heavy Spore Torpedo Launcher | Medium (10-Hexes) | 12 | 5d8 | 10 | 10 | Limited fire 5, spore | PWD p.153 |
Heavy Torpedo Launcher | Long (20-Hexes) | 14 | 5d8 | 10 | 16 | Limited fire 5 | CRB p.303 |
Heavy Vandal Rocket Launcher | Long (20-Hexes) | 10 | 10d10 | 18 | 15 | Limited fire 3, vandal drones 3d4 | AA3 p.61 |
Heightened Magic Torpedo Unit | Long (20-Hexes) | 18 | 5d4+5 | 20 | 20 | Broad arc, mystical, quantum | SOM p.19 |
Slow Burn Heavy Missile Launcher | Long (20-Hexes) | 8 | 8d8 | 15 | 10 | Limited fire 5, smoldering (4d8) | NSP p.115 |
Vortex Mouth Mines | — | — | 7d12 | 20 | 30 | Limited fire 3, mine (3), vortex | SOM p.19 |
Name | Range | Speed (In Hexes) | Damage | PCU | Cost (In BP) | Special Properties | Source |
---|---|---|---|---|---|---|---|
Direct-fire Weapons | |||||||
Extreme Force Ramming Prow | — | — | 5d4 | 30 | 10 | Force field (100), ramming | SOM p.19 |
Gatling Cannon Array | Short (5-Hexes) | — | 4d4 × 10 | 30 | 25 | Array, ripper | SOM p.19 |
Gravity Cannon | Long (20-Hexes) | — | 2d6 × 10 | 40 | 50 | Tractor beam | CRB p.303 |
Mass Driver | Long (20-Hexes) | — | 2d6 × 10 | 25 | 30 | — | CRB p.303 |
Massive Ramming Prow | — | — | 2d4 × 10 | 5 | 20 | Ramming | SOM p.19 NSP p.115 |
Mega Teleportation Beam | Long (20-Hexes) | — | 1d20 × 10 | 55 | 65 | Teleportation (3) | SOM p.19 |
Monolith Ramming Prow | — | — | 12d4 | 1 | 15 | Intimidating, ramming | SOM p.19 |
Particle Beam Cannon | Long (20-Hexes) | — | 3d4 × 10 | 30 | 30 | — | CRB p.303 |
Persistent Particle Beam Cannon | Long (20-Hexes) | — | 2d10 × 10 | 50 | 40 | — | CRB p.303 |
Prismatic Beam | Long (20-Hexes) | — | 2d8 × 10 | 60 | 55 | Line, mystical | SOM p.19 |
Repulsor | Short (5-Hexes) | — | Special | 45 | 25 | Redirect | 3C03 p.49 |
Shadow Bolt Array | Medium (10-Hexes) | — | 1d10 × 10 | 45 | 25 | Array, intimidating, mystical | SOM p.19 |
Starspear Rail Launcher | Medium (10-Hexes) | — | 2d8 × 10 | 50 | 35 | Rail 1d8 × 10 | SOM p.19 |
Super Buster Cannon | Medium (10-Hexes) | — | 3d8 × 10 | 35 | 35 | Buster | SOM p.19 |
Super EMP Cannon | Long (20-Hexes) | — | Special | 45 | 18 | EMP | CRB p.303 |
Super Negative-Energy Cannon | Long (20-Hexes) | — | 2d10 × 10 | 40 | 60 | Numbing | DS06 p.49 |
Super Orbital Death Knell | Medium (10-Hexes) | — | 3d6 × 10 | 50 | 57 | Orbital (10) | SOM p.19 |
Super Orbital Particle Cannon | Long (20-Hexes) | — | 2d6 × 10 | 50 | 60 | Line, orbital (10) | SOM p.19 |
Super Plasma Cannon | Medium (10-Hexes) | — | 3d6 × 10 | 45 | 35 | — | CRB p.303 |
Super Radiant Cannon | Long (20-Hexes) | — | 2d6×10 | 40 | 45 | Radiant | AT01 p.49 |
Super Stasis Beam | Long (20-Hexes) | — | Special | 50 | 50 | EMP, immobilize | 3C03 p.49 |
Super Static Projector | Long (20-Hexes) | — | 1d4x10 | 50 | 50 | Array, scatterscan | 3C03 p.49 |
Super X-Laser Cannon | Long (20-Hexes) | — | 3d4 × 10 | 50 | 45 | Line | CRB p.303 |
Supergraser | Medium (10-Hexes) | — | 2d8 × 10 | 50 | 35 | Irradiate (high) | CRB p.303 |
Superlaser | Long (20-Hexes) | — | 2d4 × 10 | 20 | 20 | — | CRB p.303 |
Supermaser | Long (20-Hexes) | — | 2d8 × 10 | 40 | 35 | — | CRB p.303 |
Vortex Cannon | Medium (10-Hexes) | — | 2d12 × 10 | 55 | 75 | Vortex | CRB p.303 |
ECM Modules | |||||||
Black Hole Generator | Medium (10-Hexes) | — | Special | 20 | 25 | Gravity well | SOM p.19 |
Digital Assault Torrent | Medium (10-Hexes) | — | Special | 15 | 25 | Hacking | SOM p.19 |
Super Nav-Scram Projector | Medium (10-Hexes) | — | Special | 20 | 25 | Nav-scram | SOM p.19 |
Warp Puck Battery | — | — | Special | 5 | 30 | Limited fire 3, mine (2), transposition (3) | SOM p.19 |
Melee Weapons | |||||||
Super Explosion Injector | — | 3d10 × 10 | 30 | 50 | Burrowing, limited fire 5 | SOM p.19 | |
Super Hacksaw Arm | — | 4d6 × 10 | 40 | 25 | Ripper | SOM p.19 | |
Super Ship Tether | — | 10d8 | 15 | 18 | Anchoring | SOM p.19 | |
Super-Blade Hull | — | 3d8 × 10 | 30 | 40 | — | SOM p.19 | |
Tracking Weapons | |||||||
Antimatter Mega-Missile Launcher | Long (20-Hexes) | 6 | 4d10 × 10 | 15 | 70 | Limited fire 5 | CRB p.303 |
Devourer Vandal Rocket Launcher | Long (20-Hexes) | 8 | 4d10×10 | 18 | 30 | Limited fire 3, vandal drones 1d4×10 | AA3 p.61 |
Heavy Drone Launcher | Long (20-Hexes) | 12 | 2d8×10 | 20 | 25 | Drone (2d8), limited fire 5 | AT01 p.49 |
Heavy Frag Mines | — | — | 4d8 × 10 | 10 | 45 | Limited fire 5, mine (3), ripper | SOM p.19 SOM p.19 |
Hellfire Mines | — | — | 2d10 × 10 | 10 | 40 | Limited fire 5, mine (4) | SOM p.19 |
Hellfire Torpedo Launcher | Long (20-Hexes) | 8 | 2d10 × 10 | 10 | 40 | Limited fire 5 | CRB p.303 |
Mega Carrion-Missile Launcher | Long (20-Hexes) | 8 | 3d8 × 10 | 15 | 25 | Limited fire 5, volatile | DS06 p.49 |
Nuclear Mega-Mines | — | — | 4d8 × 10 | 15 | 30 | Irradiate (high), limited fire 3, mine (1) | SOM p.19 |
Nuclear Mega-Missile Launcher | Long (20-Hexes) | 8 | 4d8 × 10 | 15 | 60 | Limited fire 5 | CRB p.303 |
Quantum Mines | — | — | 2d8 × 10 | 25 | 40 | Limited fire 3, mine (5), quantum | SOM p.19 |
Quantum Missile Launcher | Long (20-Hexes) | 12 | 2d8 × 10 | 15 | 35 | Limited fire 5, quantum | CRB p.303 |
Quantum Missile Pod | Long (20-Hexes) | 12 | 2d8 × 10 | 0 | 35 | Limited fire 3, pod, quantum | SOM p.19 |
Solar Torpedo Launcher | Long (20-Hexes) | 10 | 2d6 × 10 | 10 | 25 | Limited fire 5 | CRB p.303 |
Super Nuclear Silo | Long (20-Hexes) | 5 | 3d8 × 10 | 15 | 40 | Irradiate (high), limited fire 2, orbital (14) | SOM p.19 |
Vortex Maw Mines | — | — | 3d12 × 10 | 35 | 60 | Limited fire 3, mine (3), vortex | SOM p.19 |
Name | Range | Speed (In Hexes) | Damage | PCU | Cost (In BP) | Special Properties | Source |
---|---|---|---|---|---|---|---|
Direct-fire Weapons | |||||||
Gravity Annihilator | Long (20-Hexes) | — | 8d6 × 10 | 50 | 60 | Tractor beam | SOM p.19 DS06 p.47 |
Hypermass Cannon | Long (20-Hexes) | — | 6d6 × 10 | 40 | 30 | Line | SOM p.19 DS06 p.47 |
Nova Ram | Long (20-Hexes) | — | 6d10 ×10 | 75 | 55 | Line | SOM p.19 DS06 p.47 |
Orbital Devastator | Long (20-Hexes) | — | 8d6 ×10 | 60 | 54 | Orbital (18) | SOM p.19 |
Particle Acceleration Gun | Long (20-Hexes) | — | 9d4 × 10 | 50 | 30 | Line | SOM p.19 DS06 p.47 |
Prismatic Torrent | Long (20-Hexes) | — | 5d8 × 10 | 60 | 45 | Line, mystical | SOM p.19 |
Summon Planetoid Module | Medium (10-Hexes) | — | 4d6 × 10 | 20 | 40 | Limited fire 3, mystical, point (+15) | SOM p.19 |
Titan Bolter | Medium (10-Hexes) | — | 6d8 × 10 | 50 | 50 | Rail 2d8 × 10 | SOM p.19 |
Ultra Plasma Cannon | Medium (10-Hexes) | — | 9d6 × 10 | 80 | 45 | Line | SOM p.19 DS06 p.47 |
Ultra X-Laser Cannon | Long (20-Hexes) | — | 6d8 × 10 | 90 | 45 | Line | SOM p.19 DS06 p.47 |
Ultra X-Laser Cannon | Long (20-Hexes) | — | 6d8 × 10 | 90 | 60 | Line | SOM p.19 DS06 p.47 |
Ultragraser | Medium (10-Hexes) | — | 6d8 × 10 | 75 | 70 | Irradiate (high), line | SOM p.19 DS06 p.47 |
Ultralaser | Long (20-Hexes) | — | 6d4 × 10 | 30 | 25 | Line | SOM p.19 DS06 p.47 |
Ultramaser | Long (20-Hexes) | — | 6d8 × 10 | 60 | 40 | Line | SOM p.19 DS06 p.47 |
Vortex Devourer | Medium (10-Hexes) | — | 6d12 × 10 | 80 | 80 | Vortex | SOM p.19 DS06 p.47 |
Weapons are classified using the following key statistics.
This is the name of the weapon.
Weapons belong to one of three classifications. Light weapons can be mounted on any ship but are most typically found on smaller fighters and bombers. While dangerous, light weapons do not have the firepower necessary to damage very large starships. Heavy weapons are a serious threat to any vessel but can be mounted only on Medium or larger starships. Capital weapons can be mounted only on Huge or larger starships. Capital weapons can’t be brought to bear against Tiny or Small targets and are typically used only against other large vessels.
Starship weapons are one of two types. Direct-fire weapons fire projectiles or beams at amazing speed, targeting the opposing vessel’s AC. Tracking weapons’ projectiles are slower and must home in using a target’s TL. A tracking weapon’s projectile has a listed speed; once fired, it moves that number of hexes toward its target. Each subsequent round during the gunnery phase, it must succeed at a gunnery check against the target’s TL to continue to move its speed toward its target. On a failure, the projectile is lost. If the projectile reaches the target’s hex, it deals the listed damage.
Weapons have one of three ranges: short range (5 hexes), medium range (10 hexes), or long range (20 hexes). As with characterscale ranged attacks, an attack with a starship weapon takes a cumulative –2 penalty for each range increment (or fraction thereof, beyond the first) between it and the target. A gunner firing a tracking weapon takes a range penalty only on her first gunnery check, when the target is first acquired. A starship weapon can fire at a target up to 10 range increments away.
This is the distance in hexes a tracking weapon moves toward its target each round during the gunnery phase. Projectiles from a tracking weapon have perfect maneuverability, and as such, they have a minimum turn distance of 0 (see page 319).
This is the amount of damage (in Hull Points) the weapon deals when it successfully hits a target. See Shooting Starships on page 292 for guidelines on how starship weapons can affect characters.
This is the amount of PCU consumed by the weapon. It uses this amount continuously whenever the weapon is powered up and ready to fire.
This is the cost of the weapon in Build Points.
Some weapons have special properties, as noted above. These special properties and how they affect starship combat are described here. They can be found here.
The new starship weapons in this chapter use the rules presented starting on page 303 of the Starfinder Core Rulebook. The weapons appear in tables on pages 18–19, grouped first by weapon class (light, heavy, capital, or spinal-mount weapons) and then by type (direct-fire, ECM, melee, or tracking). The new ECM and melee starship weapon types appear on this page, and new starship weapon special properties appear on pages 12–17. In addition, sidebars accompanying these new weapon types and properties detail new starship crew actions involved with these technologies. For more on starship crew actions, see pages 322–326 of the Core Rulebook and pages 148–149 of the Starfinder Character Operations Manual.
In addition to direct-fire and tracking weapons, this section introduces two new starship weapon types: ECM modules and melee weapons.
Electronic countermeasure (ECM) modules are a type of powerful
instrument designed to foil an enemy starship’s sensors, impair a
starship’s systems, and in some cases alter the battlefield itself.
ECM modules must be installed on weapon mounts, but they are
activated by a science officer during the gunnery phase. ECM
modules follow the same rules for range and quadrant targeting
as conventional starship weapons.
When activating an ECM module, a science officer attempts a
special gunnery check, adding their ranks in the Computers skill
but adding neither their base attack bonus nor their ranks in the
Piloting skill, and adding their Intelligence modifier in place of
their Dexterity modifier; an NPC officer typically has a gunnery
modifier equal to that of the gunner’s gunnery modifier. Compare
the result of this gunnery check to the target’s Target Lock (TL).
If the result equals or exceeds the target’s TL, the science officer
hits and applies the ECM module’s effects. Due to the interference
created by shields, starships with functioning shields in the
targeted quadrant gain a +2 circumstance bonus to their TL
against ECM modules. ECM modules do not deal critical damage.
A melee weapon uses some part of the starship to induce a direct collision between the attacking and defending starships, targeting the opposing vessel’s AC. Melee starship weapons always have a range of 1 hex, even if a special property would otherwise change the weapon’s range.
Any Supercolossal starship (page 36) can mount multiple capital
weapons, but the dreaded ultranought can support even larger
ordinance, known as spinal-mount weapons. These immense
devices of destruction are built along the vessel’s entire length
and are integrated into its core, channeling the power of the
ship’s engines and reactors into massive, direct-fire attacks that
obliterate most targets. A Supercolossal starship can mount at
most one spinal-mount weapon, and a spinal-mount weapon must
be mounted in the front quadrant.
A spinal-mount weapon must charge before firing. The
starship’s engineer can begin charging the weapon as an engineer
action during the engineering phase if they succeed at an
Engineering check (DC = 10 + 1-1/2 × the starship’s tier) to activate
the weapon. The weapon charges for the duration of that round
and continues charging during the subsequent round.
On the third round, during the gunnery phase, the spinal- mount
weapon can be fired with the shoot gunner action. Because aiming
a spinal-mount weapon requires moving the starship, the gunner
gains a +2 bonus to their gunnery check when using their ranks
in Piloting, instead of their base attack bonus, to calculate their
gunnery bonus for the weapon. If the gunner wants to use their
base attack bonus, they gain a +1 bonus to their gunnery check
if they are trained in Piloting. Additionally, if the gunner fires no
other weapons during the round when they fire the spinal-mount
weapon, it deals an additional 1 damage per damage die. Once a
spinal-mount weapon is fired, it cannot be activated or recharged
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’s energy dissipates as if it had been fired, and it cannot be
activated again for 2d4 rounds.
Starship weaponry can accommodate considerable modification, whether from corporate innovators or independent mechanics. A starship’s crew can incorporate one or more of the following upgrades to a weapon by multiplying the weapon’s BP cost by the listed value. Any restrictions on the types of weapons to which an upgrade can be applied are listed in the upgrade’s entry.
SPECIAL PROPERTY | BP COST MULTIPLIER |
---|---|
Array | ×1 |
Automated | ×1.5 |
Deployed | ×2 |
Line | ×1.75 |
Mystical | ×1.25 |
Smart | ×1.5 |
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