Build:Weapon Control Room: Difference between revisions

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==9.1 Weapon Control Rooms (pre-[[2271]])==
==9.1 Weapon Control Rooms (pre-[[2271]])==
'''Cost:''' 1 x Size
'''Cost:''' 1 x Size<br>
'''Power Requirement:''' none


In the ''TOS'' era, ships of Size 4 and larger must buy control rooms for both beam and missile weapons. (On smaller ships, the Helm can energize and fire weapons directly from his panel.) A ship need only pay this cost once for all beam weapons, and once for all missile weapons, it possesses. If a weapon control room is destroyed, increase the Difficulty of all Tests made to use those weapons by two categories (or, in the GM's option, such Tests may not be possible at all).
In the ''TOS'' era, ships of Size 4 and larger must buy control rooms for both beam and missile weapons. (On smaller ships, the Helm can energize and fire weapons directly from his panel.) A ship need only pay this cost once for all beam weapons, and once for all missile weapons, it possesses. If a weapon control room is destroyed, increase the Difficulty of all Tests made to use those weapons by two categories (or, in the GM's option, such Tests may not be possible at all).

Revision as of 09:40, 27 August 2026

9.1 Weapon Control Rooms (pre-2271)

Cost: 1 x Size
Power Requirement: none

In the TOS era, ships of Size 4 and larger must buy control rooms for both beam and missile weapons. (On smaller ships, the Helm can energize and fire weapons directly from his panel.) A ship need only pay this cost once for all beam weapons, and once for all missile weapons, it possesses. If a weapon control room is destroyed, increase the Difficulty of all Tests made to use those weapons by two categories (or, in the GM's option, such Tests may not be possible at all).


Construction Rules Index