Weapon Modifications

Tramp freighter captains have a number of worries - pirates, hostile aliens, unwary customs vessels - all of which can call for enhancing a ship's existing weaponry.
Characters use either their capital ship weapon repair or starship weapon repair skill (depending upon the scale of the weapon) to improve their ship's weapons.
The cost is based on the original cost of the weapon, not the ship.

Damage or Fire Control

Pip Increase Difficulty Cost Mishap Modifier
+1 Easy 15% +1
+2 Moderate 25% +1
+1D Difficult 30% +2
+1D+1 Very Difficult 35% +2
+1D+2 Heroic 50% +3

Range

Range Increase Difficulty Cost Mishap Modifier
5% Easy 5% +1
10% Moderate 10% +1
15% Difficult 15% +2
20% Very Difficult 20% +2
25% Heroic 25% +3

Linked Weapons

Most weapons are designed to be fired individually, from the captain's or weapons officer's station. Up to three identical weapons can be linked to fire at the same target simultaneously. The computer linkage for this operation costs around 100 credits per weapon.

For a weapon link to have any useful value, the weapons must have identical damage codes. Linking two weapons adds +1D to the damage code, while linking three weapons adds +2D to the damage code.

Similarly, if a weapon can be fired from two different locations, say, the weapon mount and the pilot's station, the additional linkage costs 100 credits per weapon. This is considered a +1 modification on the mishap charts.

Minor Mishaps

Roll Result
1 Power surge reduces fire control by -1D for 1 round.
2 Circuit flux creates eratic power flow: -1D to fire control until fixed(Easy weapon repair roll).
3 Targeting computer malfunction. Weapon will only fire once per round for one round.
4 Weapons misfire. Ranges halved for 1 round.
5 Power flux reduces damage by -1D for 1 round.
6 Power transfer conduit blows out. Weapon disabled until fixed(Very Easy weapon repair roll).

Moderate Mishaps

Roll Result
1 Power surge reduces fire control by -1D for 1D rounds.
2 Circuit flux creates erratic power flow. Fire control is 0D until fixed(Easy weapon repair roll).
3 Power flux reduces damage by -3D for 1D rounds unless fixed(Easy weapon repair roll).
4 Power transfer conduit blows out. Weapon disabled until fixed(Moderate weapon repair roll).
5 Targeting computer displays faulty range data. Increase difficulty of all gunnery rolls by +2D for 5 rounds.
6 Targeting computer has a short. Fire control is 0D and damage is -3D until fixed(normally fixed by a solid kick to the computer linkage).

Catastrophic Mishaps

Roll Result
1 Power transfer conduit blows out. Weapon disabled until fixed(Moderate weapon repair roll).
2 If weapon is a turret, it freezes in place for 1D rounds. If not, no effect.
3 Power surge reduces weapon to molten slag. Weapon destroyed.
4 Circuit flux creates erratic power flow. Roll 1D each round - on a 5-6 the weapon overloads, destroying the weapon. Requires a Heroic weapon repair roll to fix.
5 Circuitry overload only allows weapon to be fired once every 4 rounds.
6 Power overflow disables 1D other weapons(pick randomly) on the ship for 2 rounds.