Component:mk-600-beam-cannon

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In Game Description

The Mk600 is a bow-mounted particle beam, specially designed for the Keystone-class. Capable of gutting the insides of targets, the Mk600 is an excellent tool for knife-fighting, but suffers from a very short range and damage falloff. The weapon can be battleshorted to fire longer at the risk of damage to the weapon.

Stats

Mk600 Beam Cannon
Faction ANS
Cost 75 pts
Dimensions 4x12x4 (Keystone SPNL)
Hitpoints 450
Hitpoints to Function 20
Damage Threshold 40
Mass 100 Tonnes
DC Priority Medium
Role Offensive
Integrated FC No
Optical Backup Yes
Armor Penetration 180 cm/s
Component Damage 300 HP/sec[1]
Burst Duration (Beam) 7.5s
Cooldown Time (Beam) 30s
Cooldown interruptible? Full Cycle Required
Battle-Short Available
Overheat Damage Chance (Beam) 60%
Max Range 6,000m[2]
Armor Shredding Radius 2m
Base Critical Chance 20%
Crew Damage Modifier -60%
Power -3000 (kW)

Lore

Didn't take long before the Naval Office thought about giving the Keystone-class the Mk610. Who can blame them? A good beam to the aft of a ship and you'll fry the entire drive bay, hell, maybe you'll set off the magazines if they have any back there.

But since the Keystone can actually hook up a dedicated power line to the reactor, the Mk600 can fire a jet of superaccelerated particles before superheating them into the trademark bright green "beam" that can punch straight through warship armor when kept on target, even better if you have the courage to trigger a battleshort on it.

Just watch the heat because once the chamber melts from the overheating energy, the CSO is going to make your day a living hell, trust me on that.

- T. Meadows, LT

  1. ↑ The beam cannon actually does damage in 5 instances per second, meaning it's true base damage is 60.
  2. ↑ The Beam also attenuates based on the range, having approximately half it's original Damage and Penetration at the end of it's range.