The Stellar Armory ยท Chapter 5

Beam Weapons

Lasers and their relatives. Their damage type is Beam.

A beam has no recoil, no travel time, and no ammunition to carry. The family is Accurate more often than any other, and several entries Pierce.

Stopped by Reflec Coats and Deflection Screens
Goes through Security Vests and most Ballistic plate
Weakness Overheat, smoke, and water

Overheat. Every beam weapon has it. If the attack generates 2 or more Bane or a Calamity, the weapon cannot be fired until an action is spent venting it. Beam weapons do not otherwise run dry.

Smoke and water. A beam weapon cannot attack through smoke. Heavy rain, dust, or steam adds 2 Bane Dice. Beam weapons do not work underwater.

The two-setting beamers are the Setting Pistol and the Setting Rifle. They stun or they kill. Nothing in this book disintegrates a target, and no weapon in it kills outright.

Skill: Light Ranged for pistols, Heavy Ranged for long guns, Gunnery for the Beam Cannon.

Holdout Laser

Finger laser, palm beamer, ring laser

4 4 Short 0

Light Ranged 350 Common Beam Accurate 1, Concealable 3, Limited Ammo 3

A single-cell laser the size of a pen. Concealable 3 and Accurate 1, with three shots in the cell. Damage 4.

Laser Pistol

Beamer, las pistol, service laser

5 3 Medium 1

Light Ranged 360 Common Beam Pierce 2, Overheat

The common laser sidearm. Damage 5, Medium range, Pierce 2. Like every beam weapon it has Overheat: 2 Bane or a Calamity on the attack and it must be vented with an action.

Target Laser

Duelling laser, precision beamer

6 3 Short 2

Light Ranged 650 Restricted Beam Accurate 1, Burn 1, Overheat

A heavier pistol with a long focusing chamber. Damage 6 at Short range, Accurate 1, and Burn 1 for 2 Boons.

Setting Pistol

Variable beam pistol, service beamer, peace officer's sidearm

6 3 Medium 1

Light Ranged 800 Military Beam Stun Setting, Overheat

A beam sidearm with two settings, issued to officers who are expected to bring people back.

Stun Setting: switching is free once per turn. On stun it deals Stun Damage, its range is Short, and it cannot inflict a Critical Injury. On kill it is a damage 6, Medium range pistol. There is no third setting.

Laser Carbine

Las carbine, shipboard laser

6 3 Medium 3

Heavy Ranged 700 Common Beam Accurate 1, Overheat

A short laser long gun. Damage 6 with Accurate 1 at Medium range. It has no recoil and will not ricochet, which is why crews carry it aboard.

Laser Rifle

Las rifle, line laser, beam rifle

7 3 Long 4

Heavy Ranged 900 Restricted Beam Accurate 1, Pierce 2, Overheat

The standard laser long arm. Damage 7 at Long range with Accurate 1 and Pierce 2.

Setting Rifle

Variable beam rifle, patrol beamer

8 3 Long 4

Heavy Ranged 1400 Military Beam Stun Setting, Overheat

The long-arm version of the Setting Pistol. Damage 8 at Long range on kill; Stun Damage at Short range on stun.

Pulse Laser

Repeater, pulse rifle, rapid laser

6 3 Medium 4

Heavy Ranged 1100 Military Beam Auto-Fire, Overheat

A laser that fires a rapid train of pulses. Damage 6 with Auto-Fire. Auto-Fire's Trial Die makes Overheat more likely, and that is the price of the weapon.

Lance Rifle

Long lance, marksman laser, sniper beamer

8 2 Extreme 5

Heavy Ranged 1800 Military Beam Accurate 2, Pierce 2, Cumbersome 2, Prepare 1, Slow-Firing 1

A long-chambered precision laser. Damage 8, Crit 2, Extreme range, Accurate 2, Pierce 2. It needs Might 2, a maneuver to set up, and a round to cool between shots.

Beam Cannon
Beam Cannon

Heavy laser, support beamer, lascannon

9 3 Long 7

Gunnery 3000 Military Beam Pierce 4, Breach 2, Cumbersome 3, Overheat

A crew-portable laser with a backpack power cell. Damage 9 and Pierce 4 at Long range. It needs Might 3 and Encumbrance 7 covers the cell.