Weapons Particle: Dual Array -Structure: 6 -Power: 3 -Class: Particle -Modes: Standard -Damage: 1d10+5 -Range Penalty: -1 per hex -Fire Control: +4/+4/+5 -Intercept Rating: -2 -Rate of Fire: 2 per turn This is basicaly a modified Twin Array. The admirals, while they liked the TA, found that it didn't do enough damage and it had too short a range. The technicians were able to modify it to suit the admirals, but the fire control dropped a slight bit due to the larger size of the gun. Laser: Heavy Laser Cannon -Structure: 8 -Power: 6 -Class: Laser -Modes: R, S -Damage: 4d10+20 -Range Penalty: -1 per 3 hexes -Fire Control: +3/+2/-4 -Intercept Rating: n/a -Rate of Fire: 1 per 4 turns They pulled the same stunt the Narns did in laser development, also starting with a knowledge of Orieni lasers. Medium Laser Cannon -Structure: 6 -Power: 5 -Class: Laser -Modes: Raking -Damage: 3d10+10 -Range Penalty: -1 per 3 hexes -Fire Control: +3/+3/-2 -Intercept Rating: n/a -Rate of Fire: 1 per 3 turns See background above. Plasma Heavy Plasma Cannon same as normal Medium Plasma Cannon same as normal Plasma Beam -Structure: 6 -Power: 4 -Class: Plasma -Modes: Raking(8) -Damage: 3d10+5 (-1 per 3) -Range Penalty: -1 per 2 hexes -Fire Control: +3/+2/-4 -Intercept Rating: n/a -Rate of Fire: 1 per 2 turns When attempting to recreate the Plasma Streamer, some theoretical errors were made and the resulting device did not degrade armor. However, it made up for this by opertating as a decent mid-ranged gun. It is somewhat better at damaging ships than it appears at first glance, but it is still no match for a good heavy laser. Heavy Plasma Beam -Structure: 8 -Power: 6 -Class: Plasma -Modes: Raking(8) -Damage: 4d10+9 (-1 per 3) -Range Penalty: -1 per 2 hexes -Fire Control: +3/+2/-5 -Intercept Rating: n/a -Rate of Fire: 1 per 3 turns Basically a scaled up version of the standard Plasma Beam. It is about as powerful as a Heavy Laser, but has a potential to bomb out easier than a laser. It also fires faster. Matter: Matter Cannon same as normal They were able to perfect this weapon rapidly due to their knowledge of matter weaponry gained from the Orieni. Gatling Defender -Structure: 5 -Power: 2 -Class: Matter -Modes: Standard -Damage: 2d6 -Range Penalty: -1 per hex -Fire Control: --/--/+5 -Intercept Rating: -2* -Rate of Fire: 1 per turn *vs. ballistic only. may intercept ballistics as though a guardian array. These are similar to EA Interceptors, but are based on different technology chain. They is based on Orieni Gatling Railgun technology. They fire a hail of small bullets at the target. Each bullet is sufficient to damage a fighter or missile, but the armor on a ship is sufficient to stop it. This is a result of optimizing the weapon for anti-fighter and anti-ballistic use, and was deemed acceptable by the admirality. Against fighters with shields, the shield factor is tripled when determining damage prevented. Heavy Gatling Gun A -Structure: 10 -Power: 8 -Class: Matter -Modes: Pulse -Damage: 1d10+1 1d5 times -Grouping Range: +1 per 4 -Max Pulses: 6 -Range Penalty: -1 per 2 hexes -Fire Control: +4/+3/-1 -Intercept Rating: n/a -Rate of Fire: 1 per 3 turns Heavy Gatling Gun B -Structure: 10 -Power: 8 -Class: Matter -Modes: Raking(1d6+3) -Damage: 6d10+6 -Range Penalty: -1 per 2 hexes -Fire Control: +4/+3/-1 -Intercept Rating: n/a -Rate of Fire: 1 per 3 turns Heavy Gatling Gun C -Structure: 10 -Power: 8 -Class: Matter -Modes: Flash* -Damage: 6d10+6 -Range Penalty: -1 per 2 hexes -Fire Control: +4/+3/-1 -Intercept Rating: n/a -Rate of Fire: 1 per 3 turns *only affects targeted unit. does up to 8 damage before rolling for a different system Heavy Gatling Gun D -Structure: 10 -Power: 8 -Class: Matter -Modes: Special* -Damage: 6d10+6 -Range Penalty: -1 per 2 hexes -Fire Control: +4/+3/-1 -Intercept Rating: n/a -Rate of Fire: 1 per 3 turns *resolve as per Raking mode, except roll a d10 for each volley. Assign that much damage up to twice the remaining structure, losing any overkill as normal. I can't decide what is the best way to represent the way the weapon works. I would really like feedback on how to best represent this weapon. This is the ultimate expression of Gatling technology. It fires out about 100 small chunks that each do about 1 damage when they hit. It is an incredibly damaging weapon, but shorter ranged and prone to bad shots (i.e., low rolls). It is also massive and power hungry, so it is seldom seen more than once on a ship. Also, there are some supply issues that limit it's application. Ballistic: Class-L Missile Rack same as normal yes, I know it's kind of cheesy to give them class-L missile racks, but they don't have any torpedoes and Class-S is just a bit too short ranged Class-R Missile Rack same as normal They were able to develop these as well. allowed missiles: basic, heavy, long-ranged, chaff, basic fighter, class-y fighter