Munitoriums, Lasers and Xenotech oh my!

By Hygric, in Rogue Trader

As started in the Ship Construction Utility thread. In a nutshell: do munitoriums affect non-solid projectile macrobatteries (las/plas) or xenotech?

By RAW, any Macro-battery is affected by the Munitorium. If the idea of stockpiles of high-calibre ammunition in your ship rankles, refluff it as a large targeting array, powered by delicate technology that has a habit of exploding when damaged.

powered by delicate technology that has a habit of exploding when damaged.

It's a space setting. Anything more technological than a toaster has a habit of exploding when damaged - especially if it's on the bridge and half a ship away from the actual hit.

I've always been fond of the idea that large energy weapons use up capacitors or fuses with each firing.

Presumably the munitorium component for lasers would be high-quality focusing lenses. Plasma components I always pictured as requiring their own expendable plasma canisters or capacitors because shunting the plasma from the main drive would be unwise in the middle of a firefight.

What rankles me is in the description of the Shard Cannon

to whit

"their shipboard cannons do not seem to require power or even ammunition"

and

"as every attempt to disassemble one has resulted in catastrophic failure."

So your munitorium is adding what how exactly?

By RAW its going to add +1 also by RAW (the fluff of the weapon) its impossible to enhance?

If "every attempt to disassemble one has met with failure", it would be completely impossible to reverse engineer a shard cannon to properly be mounted to an Imperial ship's hull and interface with its power systems properly. Either way, that's only for one weapon, it doesn't really justify your opinion about other xeno weapons.

Eh. I can imagine experimentation with the firing mechanisms. Send a pulse here , pull this piston, and it shoots. The mounting would be engineering a bracket for the weapon to sit in that sends the appropriate commands.