STARSHIP WEAPONS Edited: Mon, October 30 2006  
Blasters Damage Max Range Special Market
Price
Emplacement
Points
Starship
Class
Autoblaster 3d10x2 Short Autofire 2,000 6 Starfighter
Triple Blaster 2d10x2 Short Multifire 1,000 5 Starfighter
Light Blaster Cannon 1d10x2 Short Multifire 500 2 Starfighter
Blaster Cannon 4d10x2 Short Multifire 2,000 8 Starfighter
Heavy Blaster Cannon 5d10x2 Short Multifire 3,000 10 Starfighter
Blaster cannons are older technology, precursors to modern laser and turbolaser weapons, and would be considered current in the time of the Old republic but generally archaic by the time of the New Jedi Order. The Autoblaster is the newest of the breed, designed for B-Wing and later starfighters, and was generally available only well after the Battle of Endor. These weapons are generally considered to be acceptable weapon mounts on civilian vessels.

Lasers Damage Max Range Special Market
Price
Emplacement
Points
Starship
Class
Twin laser cannon 2d10x2 Short Multfire 1,500 4 Starfighter
Point laser cannon 2d10x2 Short - 1,000 3 Starfighter
Light laser cannon 3d10x2 Short - 1,500 4 Starfighter
Laser cannon 4d10x2 Short - 2,000 6 Starfighter
Heavy laser cannon 5d10x2 Short - 3,000 8 Starfighter
Assault laser cannon 7d10x2 Short - 10,000 10 Starfighter
Quad laser cannon 6d10x2 Short Autofire 5,000 8 Transport
Escort quad laser cannon 4d10x2 Medium Autofire 5,000 7 Transport
Longshot quad laser cannon 5d10x2 Long Autofire 6,000 10 Transport
Lasers are the standard weapon of choice for most starship designs, and are by far the most commonly installed weapons found on starfighters and transports. Lasers are generally legal to mount on civilian vessels on with registration and/or special licenses. The Millenium Falcon mounts quad laser cannon with augmented power sources, increasing their overall yield.

TurboLasers Damage Max Range Special Market
Price
Emplacement
Points
Starship
Class
Double turbolaser cannons 5d10x2 Long Multfire 6,000 8 Transport
Heavy double turbolaser cannons 4d10x5 Long Multifire 8,000 9 Capital Ship
Light turbo quadlasers 4d10x5 Long Autofire 8,000 9 Capital
Turbo quadlasers 6d10x5 Long Autofire 9,000 10 Capital
Turbolaser cannons 2d10x5 Long - 4,000 6 Capital
Light turbolaser 4d10x5 Long - 5,000 7 Capital
Medium turbolaser 5d10x5 Long - 7,000 8 Capital
Turbolaser 7d10x5 Long - 9,000 10 Capital
Heavy turbolaser 10d10x5 Long - 60,000 12 Station
Turbolasers are more highly focused versions of lasers that diffuse less quickly and in turn generally posess longer ranges. Turbolasers are widely considered military-only weapons, with civilian ownership entirely outlawed.

Missile Weapons Damage Max Range Market
Price
Emplacement
Points
Starship
Class
Small concussion missile launcher (8 max) 2,500 3 Transport
Concussion missile launcher (16 max) 3,500 6 Transport
Concussion missile 8d10x2 Point Blank 500ea    
Heavy concussion missile 9d10x2 Point Blank 750ea    
Assault concussion missile tube (30 max) 6,000 15 Capital
Assault concussion missile 9d10x5 Medium 2,000ea    
Energy torpedo launcher (6 max) 4,000 3 Starfighter
Energy torpedo 9d10x2 Point Blank 600ea    
Small proton torpedo launcher (4 max) 2,000 3 Starfighter
Proton torpedo launcher (16 max) 2,500 4 Starfighter
Proton torpedo 9d10x2 Point Blank 800ea    
Proton tracking beacon N/A Short 2,000ea    
Heavy proton torpedo 10d10x2 Point Blank 2,000ea    
Resolving attacks with missile weapons is differen than resolving energy weapon attacks, and generally depend more on the missiel quality than the skill of the person launching said missle.
  • Missiles with marginal guidance systems cost 200 credits less than shown.
  • Missiles with good guidance systems cost 200 credits more than shown.
  • Missiles with amazing guidance systems cost 500 credits more than shown.
Generally, these weapons allow much smaller ships to pack a bigger punch, albeit at greater cost and not for s sustained period of time. The expensive proton tracking beacon attaches itself to the target, allowing it to be tracked via Holonet nearly anywhere in the galaxy.

Ion Cannons Damage Max Range Market
Price
Emplacement
Points
Starship
Class
Light ion cannon 3d10x2 Short 2000 1 Starfighter
Ion cannon 5d10x2 Medium 4000 2 Transport
Heavy ion cannon 8d10x2 Long 8000 4 Capital
Ion weaponry stats per THo on msgboard 4/3/2006
Ion Cannons ionize the electronic systems of a target vessel, and until the ionization damage is repaired (DC check varies by the amount of ionization damage, see table 11-11 on page 217 of the Revised Core Rulebook) the vessel cannot move, fire weapons, or perform stunts. Generally, these are considered defensive weapons and can be legally installed on most vessels.
NOTE: The SW d20 Revised Core Rulebook heavily modifed the rules on how these weapons operate; in general they are far more effective than before but must now also penetrate shields and DR before having affect. The pricing and other specs provided by Starships of the Galaxy are most likely innacurate at this point. The damage shown is taken from the descriptions in the revised Core Rulebook for the Y-Wing on page 228 and Imperial-1 Star Destroyer on page 232. Talk to Tim if you wish to consider the purchase of such a weapon.

Other Weapons Damage Max Range Market
Price
Emplacement
Points
Starship
Class
Tractor beam projector Special Short 8,000 5 Capital
Gravity well projector Special Special 50,000 100 Capital
Mass pulse generator tubes (4 max)     60,000 25 Capital
Mass pulse mine Special Point Blank 10,000    
Tractor Beams are generally used to move and maneuver large objects such as heavy cargo, but can also be used to pin smaller ships. These aren't considered weapons per se by most governments, and ergo are generally legal to mount on any vessel.
Gravity Well Projectors are massive devices of imperial design that generate gravity ripples into hyperspace. This prevents ships from entering hyperspace in the affected area, and also forces ships in hyperspace in that area to drop out of hyperspace. The imperial Interdictor-class Star Destroyer is designed specifically for this role, and carries 4 such projectors.
Mass pulse generator tubes are Hapan weapons that hold and "fire" mass pulse mines to point blank range. Once fired, the mines generate hyperspace ripples for one minute before. The Hapans guard this technology vigorously and consider these to restricted to Hapan military vessels only.

Other concepts - to be detailed later
  • Fire Links
  • Personal Scale weaponry mounted on ships
  • Fire Control computers
  • Turrets - partial and full
  • Autofire and Multifire
  • Restrictions on Point defense
  • Point defense weapons
  • Emplacement points and ship class