# Reading an Entry

*The Starship Armory, Vehicle and Starship Weapons for Exodus NDS. Source: https://exodusnds.com/sourcebooks/starship-armory/reading-an-entry*

##### <span class="weapon-bar beam"></span>Laser Battery
<span class="weapon-aka">Turret laser, beam battery, ship laser</span>

<div class="weapon beam ship">

<span class="mount">Standard</span>
<span class="dmg">5</span>
<span class="sys">—</span>
<span class="crit">3</span>
<span class="range">Medium</span>
<span class="heat">3</span>
<span class="pwr">2</span>

</div>

<div class="weapon-detail">

<span class="price">24000</span>
<span class="avail">Restricted</span>
<span class="type">Beam</span>
<span class="qual">Accurate 1, Precision, Signature Bloom 1</span>

</div>

## The Fields

**Mount** is the size of the weapon: Light, Standard, Heavy, or Capital.

**Hull** is the Hull Damage of one hit, at vehicle scale. Add 1 for each uncancelled Success, then subtract what the target's defences stop.

**Sys** is System Damage dealt by the same hit. Armor does not reduce it.

**Crit** is the number of net Boons spent to inflict a Critical Hit, on the table in the core rules. A dash means the weapon cannot inflict one.

**Range** is the band or bands at which the weapon attacks. "Medium to Long" means it cannot attack closer than Medium or farther than Long. A single band is the farthest reach, with no minimum.

**Heat** and **Pwr** are the Heat made by one firing and the Power the weapon draws while in use. They matter only at a table using Chapter 6.

**Type** is the damage type: Ballistic, Beam, Plasma, Disruption, Gravitic, or Blast. Screens and armour name the types they stop.

**Qualities** are defined in Chapter 5. Ammunition is the **Limited Ammo** quality. A weapon without it fires for as long as it has power.

## Mounts and Scale

| Mount | Hardpoints | Smallest hull | Typical carrier |
|:--|:-:|:-:|:--|
| **Light** | 1 | Scale 1 | Fighters, shuttles, ground cars, powered suits |
| **Standard** | 2 | Scale 3 | Scouts, light freighters, patrol boats, tanks |
| **Heavy** | 3 | Scale 4 | Corvettes, frigates, heavy freighters |
| **Capital** | 4 | Scale 6 | Cruisers, battleships, stations |

A hull has a number of **hardpoints**. A smaller weapon fits in any larger space: three free hardpoints take one Heavy weapon, a Standard and a Light, or three Light.

| Scale | Typical craft | Hardpoints | Largest mount |
|:-:|:--|:-:|:--|
| 1 | Powered suit, drone, sled | 0 to 1 | Light |
| 2 | Fighter, shuttle, ground car | 1 to 3 | Light |
| 3 | Scout, light freighter, patrol boat | 1 to 4 | Standard |
| 4 | Heavy freighter, cutter, corvette | 2 to 7 | Heavy |
| 5 | Frigate, destroyer, liner | 4 to 10 | Heavy |
| 6 | Cruiser, carrier | 6 to 16 | Capital |
| 7 and up | Battleship, dreadnought, station | 10 to 24 | Capital |

### Oversized Mounts

A hull may carry **one** weapon a single mount size above its limit as an **oversized mount**. The weapon is fixed forward, costs 1 extra hardpoint, and gains **Recoil**. A Scale 2 fighter with three hardpoints can carry one Standard weapon this way and nothing else.

### Ground Vehicles

A ground or hover vehicle carries weapons as if it were **one Scale larger**. It has no reactor shielding, life support, or jump drive to make room for. A Scale 2 hover tank mounts Standard weapons, and one Heavy weapon as an oversized mount.

## How a Weapon Is Fitted

| Fitting | Arc | Effect |
|:--|:--|:--|
| **Turret** | All arcs but one, chosen when fitted | The listed profile. This is the default |
| **Fixed** | Forward only | The pilot may fire it. Add the vehicle's Handling to the attack: Boon Dice if positive, Bane Dice if negative. Price is three quarters of the listed price |
| **Broadside** | One side | The listed profile. Price is three quarters of the listed price |
| **Twin** | As fitted | Gains **Linked 1**. One and a half times the price, 1 more Heat and Power. Same mount size |
| **Quad** | As fitted | Light weapons only. Gains **Linked 3**. Three times the price, 2 more Heat and Power. Counts as a Standard mount |

A weapon listed with Linked already is sold as a pair, and cannot be twinned again.

## The Damage Types

| Type | Delivered by |
|:--|:--|
| **Ballistic** | Kinetic weapons: shells, slugs, flak |
| **Beam** | Lasers and particle weapons |
| **Plasma** | Bottled superheated matter |
| **Disruption** | Ion and electromagnetic weapons |
| **Gravitic** | Gravitic and phase weapons, tractors |
| **Blast** | Missiles, torpedoes, bombs, mines |

## Price and Availability

**Price** is in credits, on the scale of *The Stellar Armory*, for the weapon alone. Fitting it to a hull is a shipyard's charge and belongs to the Universe. Reloads are priced in Chapter 8.

| Tag | Meaning |
|:--|:--|
| **Common** | Sold to any registered ship, at any port with a yard |
| **Restricted** | Needs a licence, a charter, or a letter of marque. Without one, double the price and expect an inspection |
| **Military** | Built for navies and armies. Three to five times the price from anyone else, and carrying it openly is a crime in most ports |
| **Rare** | Made by a few yards or one government. Found by story, not by shopping |

<img class="framed" src="https://exodusnds.com/assets/sourcebook/starship_armory/starship-armory-dry-dock.jpg" alt="A weapon mount being fitted in dry dock" loading="lazy">
