Build:Firing Modes: Difference between revisions
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==9. | ==9.5 Firing Modes (Beam Weapons)== | ||
'''Cost:''' +1 per addition to Standard mode, per weapon<br> | '''Cost:''' +1 per addition to Standard mode, per weapon<br> | ||
'''Power Requirement:''' none | '''Power Requirement:''' none | ||
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: '''Standard:''' the one typically used. It does the weapon’s basic damage for the basic Power cost. | : '''Standard:''' the one typically used. It does the weapon’s basic damage for the basic Power cost. | ||
: '''Pulse:''' this mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon’s damage with extra Power, or as a form of single-weapon Multifire. Pulse phaser cannons cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type). | : '''Pulse:''' this mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon’s damage with extra Power, or as a form of single-weapon Multifire. Pulse phaser cannons cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type). | ||
: '''Continuous:''' the fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This costs an extra 3 Power, and provides + | : '''Continuous:''' the fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This costs an extra 3 Power, and provides +10% to the roll when making a [[Skills#Skill_Test|Crew Skill Test]] to hit the target. Pulse phaser cannons cannot fire in Continuous mode. | ||
: '''Wide Beam:''' This allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 1 meter for every point of damage sacrificed. In combat, for every 30 points of damage sacrificed to widen the beam, the ship receives a + | : '''Wide Beam:''' This allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 1 meter for every point of damage sacrificed. In combat, for every 30 points of damage sacrificed to widen the beam, the ship receives a +10% bonus to the roll for a [[Skills#Skill_Test|Crew Skill Test]] to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool. Pulse phaser cannons can fire in Wide Beam mode, but it requires three hours’ time and a Challenging [[Skills#Skill_Test|Crew Skill Test]] to modify them for it. If the roll fails, the character may try again after another three hours; if it Dramatically Fails, he’s damaged the phasers and must spend 2+1d6 hours bringing them back online). | ||
All beam weapons can fire in Standard mode for free. Each additional mode costs 1 SU per beam weapon. Typically, a phaser can fire in all four modes (except for pulse phasers, which cannot fire in Continuous or Pulse mode); disruptors and polaron beams fire in Standard and Pulse only; isolytic weapons and lasers fire in only Standard mode. | All beam weapons can fire in Standard mode for free. Each additional mode costs 1 SU per beam weapon. Typically, a phaser can fire in all four modes (except for pulse phasers, which cannot fire in Continuous or Pulse mode); disruptors and polaron beams fire in Standard and Pulse only; isolytic weapons and lasers fire in only Standard mode. | ||
Latest revision as of 02:29, 9 October 2026
9.5 Firing Modes (Beam Weapons)
Cost: +1 per addition to Standard mode, per weapon
Power Requirement: none
Beam weapons have firing modes which describe different ways of using them. The various Modes are:
- Standard: the one typically used. It does the weapon’s basic damage for the basic Power cost.
- Pulse: this mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon’s damage with extra Power, or as a form of single-weapon Multifire. Pulse phaser cannons cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type).
- Continuous: the fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This costs an extra 3 Power, and provides +10% to the roll when making a Crew Skill Test to hit the target. Pulse phaser cannons cannot fire in Continuous mode.
- Wide Beam: This allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 1 meter for every point of damage sacrificed. In combat, for every 30 points of damage sacrificed to widen the beam, the ship receives a +10% bonus to the roll for a Crew Skill Test to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool. Pulse phaser cannons can fire in Wide Beam mode, but it requires three hours’ time and a Challenging Crew Skill Test to modify them for it. If the roll fails, the character may try again after another three hours; if it Dramatically Fails, he’s damaged the phasers and must spend 2+1d6 hours bringing them back online).
All beam weapons can fire in Standard mode for free. Each additional mode costs 1 SU per beam weapon. Typically, a phaser can fire in all four modes (except for pulse phasers, which cannot fire in Continuous or Pulse mode); disruptors and polaron beams fire in Standard and Pulse only; isolytic weapons and lasers fire in only Standard mode.