The following properties are unique to starship weapons. Special properties unique to certain weapons are listed in their respective sections.
Ammunition. The ammunition of a missile-based weapon is destroyed upon use. The ammunition of energy-based weapons is generated by the starship's power source.
Focusing. A weapon with this property automatically hits its target but is easily diffracted by shields. When you hit a target with a focusing weapon and the target has shields of the associated damage type, the shields prevent an amount of damage equal to its current Shield Points. No Shield Points are lost, but any remaining damage is dealt directly to the target. For example, a Laser Ray 1 typically deals 10 radiant damage. When used against a starship equipped with a Radiant Shield that has 2 shield points remaining, the starship automatically takes 8 radiant damage. The starship does not lose any Shield Points.
Load. A weapon with this property requires manual loading of its heavy ammunition before it can be fired. To load the weapon, you must use an action to make a DC 10 Strength check, gaining one success on a successful roll, or two successes if the roll exceeds the DC by 10 or more. Once the weapon has the required number of successes, it is armed and can be fired.
Range. The weapon follows rules for normal and long-range. If the range only has one number, that weapon has no long range.
Recharge. A weapon with the recharge property needs time to power up between shots. Once you fire this weapon, it automatically recharges, gaining 1 charge at the start of your subsequent turns. Once a weapon has a number of charges equal to the value indicated, it is armed and can be fired again. A weapon cannot have more charges than the value indicated.
Special. A weapon with the special property has unusual rules regarding its use, explained in the weapon's respective sections.
Targeting. This weapon is technomantically guided towards a target. Instead of making an attack roll, the target must instead make a Dexterity saving throw against the DC listed next to its damage. The target takes that damage on a failed save, or half as much on a success.