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	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=90.200.46.0%2F24</id>
	<title>Elite Dangerous Wiki - User contributions [en-gb]</title>
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	<updated>2026-10-28T15:56:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Shock_Mine_Launcher&amp;diff=12397</id>
		<title>Shock Mine Launcher</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Shock_Mine_Launcher&amp;diff=12397"/>
		<updated>2018-11-22T01:35:13Z</updated>

		<summary type="html">&lt;p&gt;90.200.46.38: Forgot to add damage...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|Launches mines that are designed to physically shock and push on a ship more than damage it outright.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
[[File:Shock_Mine_Launcher.png|250px|thumb|Shock Mine Launcher]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shock Mine Launcher&#039;&#039;&#039; works just like the [[Mine Launcher]]. It drops a mine when fired. Once the mines are dropped they will detonate when any hostile ship enters their proximity. The difference is upon detonation, the mines from the Shock Mine Launcher provide concussive force to disorient a ship and push it off its trajectory.  Larger, heavier ships may not be affected quite so much as smaller, lighter ones. &lt;br /&gt;
&lt;br /&gt;
This effect is similar to, but more powerful than, the [[Force Shell]] experimental effect on [[Cannon|Cannons]].  If a cluster of shock mines is deployed in one spot it will have more impact when a ship flies through it. &lt;br /&gt;
&lt;br /&gt;
In earlier versions of Elite Dangerous, shock mines did not cause damage. As of 3.2, they cause 80% of the damage of ordinary mines.  &lt;br /&gt;
&lt;br /&gt;
Shock mines can be used as an escape tool to delay pursuers or as a method to push enemy ships into asteroids within heavy asteroid fields. &lt;br /&gt;
&lt;br /&gt;
Currently a shock mine launcher is available in class 1 only, and apart from the mines is identical to the class 1 mine launcher.&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center; font-size: small;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! Mass&amp;lt;br&amp;gt;(T)&lt;br /&gt;
! Integrity&lt;br /&gt;
! Power&amp;lt;br&amp;gt;Draw&lt;br /&gt;
! Weapon&amp;lt;br&amp;gt;Mode&lt;br /&gt;
! Damage&amp;lt;br&amp;gt;Type&lt;br /&gt;
!Damage&lt;br /&gt;
! Armour&amp;lt;br&amp;gt;Piercing&lt;br /&gt;
! Thermal&amp;lt;br&amp;gt;Load/s&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;Clip Size&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;Maximum&lt;br /&gt;
! Value&amp;lt;br&amp;gt;(CR)&lt;br /&gt;
|-&lt;br /&gt;
| 1|| I || 2.00 || 40|| 0.400 || Fixed || Explosive&lt;br /&gt;
|32.0|| 60|| 5.00|| 1 || 36|| 36,390&lt;br /&gt;
|}&lt;br /&gt;
== Engineers ==&lt;br /&gt;
This weapon can be modified by [[Engineers]] to enhance its abilities.&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
The following modifications can be applied to this module:&lt;br /&gt;
* [[High Capacity Weapon|High Capacity]]&lt;br /&gt;
* [[Lightweight Weapon|Lightweight]]&lt;br /&gt;
* [[Rapid Fire Weapon|Rapid fire]]&lt;br /&gt;
* [[Sturdy Weapon|Sturdy]]&lt;br /&gt;
=== Possible Experimental Effects ===&lt;br /&gt;
Modifying this module can sometimes result in any one of the following special effects also being applied:&lt;br /&gt;
&lt;br /&gt;
* [[Emissive Munitions]]&lt;br /&gt;
* [[Ion Disruptor]]&lt;br /&gt;
* [[Overload Munitions]]&lt;br /&gt;
* [[Radiant Canister]]&lt;br /&gt;
* [[Reverberating Cascade]]&lt;br /&gt;
* [[Shift-Lock Canister]]&lt;br /&gt;
{{WeaponNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>90.200.46.38</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Shock_Mine_Launcher&amp;diff=12396</id>
		<title>Shock Mine Launcher</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Shock_Mine_Launcher&amp;diff=12396"/>
		<updated>2018-11-22T01:30:45Z</updated>

		<summary type="html">&lt;p&gt;90.200.46.38: Minor typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|Launches mines that are designed to physically shock and push on a ship more than damage it outright.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
[[File:Shock_Mine_Launcher.png|250px|thumb|Shock Mine Launcher]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shock Mine Launcher&#039;&#039;&#039; works just like the [[Mine Launcher]]. It drops a mine when fired. Once the mines are dropped they will detonate when any hostile ship enters their proximity. The difference is upon detonation, the mines from the Shock Mine Launcher provide concussive force to disorient a ship and push it off its trajectory.  Larger, heavier ships may not be affected quite so much as smaller, lighter ones. &lt;br /&gt;
&lt;br /&gt;
This effect is similar to, but more powerful than, the [[Force Shell]] experimental effect on [[Cannon|Cannons]].  If a cluster of shock mines is deployed in one spot it will have more impact when a ship flies through it. &lt;br /&gt;
&lt;br /&gt;
In earlier versions of Elite Dangerous, shock mines did not cause damage. As of 3.2, they cause 80% of the damage of ordinary mines.  &lt;br /&gt;
&lt;br /&gt;
Shock mines can be used as an escape tool to delay pursuers or as a method to push enemy ships into asteroids within heavy asteroid fields. &lt;br /&gt;
&lt;br /&gt;
Currently a shock mine launcher is available in class 1 only, and apart from the mines is identical to the class 1 mine launcher.&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center; font-size: small;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! Mass&amp;lt;br&amp;gt;(T)&lt;br /&gt;
! Integrity&lt;br /&gt;
! Power&amp;lt;br&amp;gt;Draw&lt;br /&gt;
! Weapon&amp;lt;br&amp;gt;Mode&lt;br /&gt;
! Damage&amp;lt;br&amp;gt;Type&lt;br /&gt;
! Armour&amp;lt;br&amp;gt;Piercing&lt;br /&gt;
! Thermal&amp;lt;br&amp;gt;Load/s&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;Clip Size&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;Maximum&lt;br /&gt;
! Value&amp;lt;br&amp;gt;(CR)&lt;br /&gt;
|-&lt;br /&gt;
| 1|| I || 2.00 || 40|| 0.400 || Fixed || Explosive|| 60|| 5.00|| 1 || 36|| 36,390&lt;br /&gt;
|}&lt;br /&gt;
== Engineers ==&lt;br /&gt;
This weapon can be modified by [[Engineers]] to enhance its abilities.&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
The following modifications can be applied to this module:&lt;br /&gt;
* [[High Capacity Weapon|High Capacity]]&lt;br /&gt;
* [[Lightweight Weapon|Lightweight]]&lt;br /&gt;
* [[Rapid Fire Weapon|Rapid fire]]&lt;br /&gt;
* [[Sturdy Weapon|Sturdy]]&lt;br /&gt;
=== Possible Experimental Effects ===&lt;br /&gt;
Modifying this module can sometimes result in any one of the following special effects also being applied:&lt;br /&gt;
&lt;br /&gt;
* [[Emissive Munitions]]&lt;br /&gt;
* [[Ion Disruptor]]&lt;br /&gt;
* [[Overload Munitions]]&lt;br /&gt;
* [[Radiant Canister]]&lt;br /&gt;
* [[Reverberating Cascade]]&lt;br /&gt;
* [[Shift-Lock Canister]]&lt;br /&gt;
{{WeaponNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>90.200.46.38</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Shock_Mine_Launcher&amp;diff=12394</id>
		<title>Shock Mine Launcher</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Shock_Mine_Launcher&amp;diff=12394"/>
		<updated>2018-11-22T01:28:53Z</updated>

		<summary type="html">&lt;p&gt;90.200.46.38: Expanded intro, added specs (source: scotty.newlevels.org). IMPORTANT: I&amp;#039;ve removed all reference of shock mines not causing damage, because the hard figures say thats&amp;#039; not true any more. But this may not be correct!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|Launches mines that are designed to physically shock and push on a ship more than damage it outright.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
[[File:Shock_Mine_Launcher.png|250px|thumb|Shock Mine Launcher]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shock Mine Launcher&#039;&#039;&#039; works just like the [[Mine Launcher]]. It drops a mine when fired. Once the mines are dropped they will detonate when any hostile ship enters their proximity. The difference is upon detonation, the mines from the Shock Mine Launcher provide concussive force to disorient a ship and push it off its trajectory.  Larger, heavier ships may not be effected quite so much as smaller, lighter ones. &lt;br /&gt;
&lt;br /&gt;
This effect is similar to, but more powerful than, the [[Force Shell]] experimental effect on [[Cannon|Cannons]].  If a cluster of shock mines is deployed in one spot it will have more impact when a ship flies through it. &lt;br /&gt;
&lt;br /&gt;
In earlier versions of Elite Dangerous, shock mines did not cause damage. As of 3.2, they cause 80% of the damage of ordinary mines.  &lt;br /&gt;
&lt;br /&gt;
Shock mines can be used as an escape tool to delay pursuers or as a method to push enemy ships into asteroids within heavy asteroid fields. &lt;br /&gt;
&lt;br /&gt;
Currently a shock mine launcher is available in class 1 only, and apart from the mines is identical to the class 1 mine launcher.&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center; font-size: small;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! Mass&amp;lt;br&amp;gt;(T)&lt;br /&gt;
! Integrity&lt;br /&gt;
! Power&amp;lt;br&amp;gt;Draw&lt;br /&gt;
! Weapon&amp;lt;br&amp;gt;Mode&lt;br /&gt;
! Damage&amp;lt;br&amp;gt;Type&lt;br /&gt;
! Armour&amp;lt;br&amp;gt;Piercing&lt;br /&gt;
! Thermal&amp;lt;br&amp;gt;Load/s&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;Clip Size&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;Maximum&lt;br /&gt;
! Value&amp;lt;br&amp;gt;(CR)&lt;br /&gt;
|-&lt;br /&gt;
| 1|| I || 2.00 || 40|| 0.400 || Fixed || Explosive|| 60|| 5.00|| 1 || 36|| 36,390&lt;br /&gt;
|}&lt;br /&gt;
== Engineers ==&lt;br /&gt;
This weapon can be modified by [[Engineers]] to enhance its abilities.&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
The following modifications can be applied to this module:&lt;br /&gt;
* [[High Capacity Weapon|High Capacity]]&lt;br /&gt;
* [[Lightweight Weapon|Lightweight]]&lt;br /&gt;
* [[Rapid Fire Weapon|Rapid fire]]&lt;br /&gt;
* [[Sturdy Weapon|Sturdy]]&lt;br /&gt;
=== Possible Experimental Effects ===&lt;br /&gt;
Modifying this module can sometimes result in any one of the following special effects also being applied:&lt;br /&gt;
&lt;br /&gt;
* [[Emissive Munitions]]&lt;br /&gt;
* [[Ion Disruptor]]&lt;br /&gt;
* [[Overload Munitions]]&lt;br /&gt;
* [[Radiant Canister]]&lt;br /&gt;
* [[Reverberating Cascade]]&lt;br /&gt;
* [[Shift-Lock Canister]]&lt;br /&gt;
{{WeaponNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>90.200.46.38</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Plasma_Accelerator&amp;diff=8434</id>
		<title>Plasma Accelerator</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Plasma_Accelerator&amp;diff=8434"/>
		<updated>2018-11-21T19:14:55Z</updated>

		<summary type="html">&lt;p&gt;90.200.46.38: Removed note that had old game mechanic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Class-4-Plasma-Accelerator.png|thumb|300px|Class 4 Plasma Accelerator]]&lt;br /&gt;
&lt;br /&gt;
{{quote|Energy projectile weapon on fixed mount.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
Plasma Accelerators are mounted on one of your ship&#039;s hardpoints and need assigning to a fire group before they can be used. They are very large and powerful weapons. After firing, they take a few seconds to recharge. Unlike its cannon counterpart the plasma accelerator is always fixed and doesn&#039;t have a gimballed variant.&lt;br /&gt;
&lt;br /&gt;
Military battleships, cruisers and also space stations are often equipped with this weapon. They&#039;re also fitted to large trading ships and passenger liners operating in the more dangerous regions of space.&lt;br /&gt;
&lt;br /&gt;
Even a Small Plasma Accelerator will destroy a well armed hundred tonne ship with a single shot. The large version has been known to be used as a planetary assault weapon, destroying selected areas of cities from orbit. This has a devastating effect on the local population, because the terrifying noise of the beam cutting through the atmosphere can be heard for hundreds of kilometers, and will deafen anyone unprotected in the vicinity.&lt;br /&gt;
&lt;br /&gt;
In use, their projectiles move relatively slowly (875 m/s), and this and the lack of gimballed variants make them challenging to use, especially against smaller targets. However, they have among the highest raw damage ratings of any weapon and much of this damage ignores the various resistances of shields, hull and armoured [[Bulkheads]]; it also completely ignores [[Armour Hardness]]. On top of all that, it is also a thermal attack (not to be confused with thermic), meaning it adds to the heat of any ship it hits. &lt;br /&gt;
&lt;br /&gt;
The drawbacks include the high level of pilot skill required to use them effectively (especially against smaller targets), and their huge energy requirements and thermal load. The latter make them inadvisable to use alongside other energy weapons such as [[Beam Laser|beam lasers]] and can force a pilot to limit their rate of fire. &lt;br /&gt;
&lt;br /&gt;
They are available for class 2, 3 and 4 hardpoints and are among the most expensive weapons to purchase and operate.&lt;br /&gt;
&lt;br /&gt;
==Munitions==&lt;br /&gt;
Spent ammunition must be replenished once used. Any station that is equipped with a &amp;quot;Restock&amp;quot; service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services. Ammunition costs 200 CR per unit.&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
This weapon can be modified by [[Engineers]] to enhance its abilities.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
The following modifications can be applied to this module:&lt;br /&gt;
* [[Efficient Weapon|Efficient]]&lt;br /&gt;
* [[Focused Weapon|Focused]]&lt;br /&gt;
* [[Lightweight Weapon|Lightweight]]&lt;br /&gt;
* [[Long Range Weapon|Long range]]&lt;br /&gt;
* [[Overcharged Weapon|Overcharged]]&lt;br /&gt;
* [[Rapid Fire Weapon|Rapid fire]]&lt;br /&gt;
* [[Short Range Weapon|Short range]]&lt;br /&gt;
* [[Sturdy Weapon|Sturdy]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Experimental Effects ===&lt;br /&gt;
Modifying this module can sometimes result in any one of the following special effects also being applied:&lt;br /&gt;
* [[Dazzle Shell]]&lt;br /&gt;
* [[Dispersal Field]]&lt;br /&gt;
* [[Phasing Sequence]]&lt;br /&gt;
* [[Plasma Slug]]&lt;br /&gt;
* [[Target Lock Buster]]&lt;br /&gt;
* [[Thermal Conduit]]&lt;br /&gt;
&lt;br /&gt;
Any Plasma Accelerator (regardless of size) using Plasma Slug requires approximately 110 kilograms (0.11 tons) of fuel per reload (where one reload is five shots).&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
wpn_c2_plasma.png|Class 2 Plasma Accelerator&lt;br /&gt;
wpn_c3_plasma.png|Class 3 Plasma Accelerator&lt;br /&gt;
wpn_c4_plasma.png|Class 4 Plasma Accelerator&lt;br /&gt;
File:003s.jpg | Class 4 Plasma Accelerators on a Fer-Der-Lance and a Federal Corvette&lt;br /&gt;
Class-4-Plasma-Accelerator.png|Class 4 Plasma Accelerator&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
Maximum range is 3500m, but [[Damage Falloff]] begins at 2000m.&lt;br /&gt;
&lt;br /&gt;
Another variant is the [[Advanced Plasma Accelerator]].&lt;br /&gt;
{| class=&amp;quot;article-table sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! Mass&amp;lt;br /&amp;gt;(T)&lt;br /&gt;
! Integrity&lt;br /&gt;
! Power&amp;lt;br /&amp;gt;Draw&lt;br /&gt;
! Weapon&amp;lt;br /&amp;gt;Mode&lt;br /&gt;
! Damage&amp;lt;br /&amp;gt;Type&lt;br /&gt;
! Damage&lt;br /&gt;
! Armour&amp;lt;br /&amp;gt;Piercing&lt;br /&gt;
! ROF/s&lt;br /&gt;
! DPS&lt;br /&gt;
! Thermal&amp;lt;br /&amp;gt;Load&lt;br /&gt;
! Ammo&amp;lt;br /&amp;gt;Clip Size&lt;br /&gt;
! Ammo&amp;lt;br /&amp;gt;Maximum&lt;br /&gt;
! Value&amp;lt;br /&amp;gt;(CR)&lt;br /&gt;
|-&lt;br /&gt;
| 2|| C || 4.00 || 40|| 1.430 || Fixed|| Absolute, Thermal, Kinetic || 54.3|| 100|| 0.3 || 17.9|| 15.6|| 5 || 100 || 834,200&lt;br /&gt;
|-&lt;br /&gt;
| 3 || B || 8.00 || 51|| 1.970 || Fixed || Absolute, Thermal, Kinetic&lt;br /&gt;
|| 83.4|| 100|| 0.3 || 24.2 || 21.8 || 5 || 100 || 3,051,200&lt;br /&gt;
|-&lt;br /&gt;
| 4 || A || 16.00 || 80|| 2.630 || Fixed || Absolute, Thermal, Kinetic&lt;br /&gt;
|| 125.3 || 100|| 0.3 || 31.31 || 29.5 || 5 || 100 || 13,793,600&lt;br /&gt;
|}&lt;br /&gt;
* Damage Type for all Plasma Accelerators is divided as follows&amp;lt;ref&amp;gt;[https://forums.frontier.co.uk/showthread.php/?t=320627 Elite Dangerous 2.2.03 Patch Notes]&lt;br /&gt;
&amp;lt;/ref&amp;gt;:&lt;br /&gt;
** Absolute: 60%&lt;br /&gt;
** Thermal: 20%&lt;br /&gt;
** Kinetic: 20%&lt;br /&gt;
* Absolute Damage ignores [[Shield Generator|shield resistances]] and [[Bulkheads|armour resistances]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Plasma Accelerator fires a ball of plasma every 3 or 4 seconds, and is only good for direct fire.&lt;br /&gt;
* 3 shots will take out a [[Type-9]] shield and another 3 shots for the hull. Damage per shot is upwards of 35% to 14% depending how it hits.&lt;br /&gt;
* Main problem is overheating after just 3 or 4 shots, best used with a few projectile weapons as if you use lasers the ship heats up too fast and then you can&#039;t fire the Plasma Accelerators.&lt;br /&gt;
* Hard to hit very maneuverable ships; especially smaller ones.&lt;br /&gt;
* Plasma Accelerators should not be mistaken for Plasma Repeaters, which are a small projectile weapon exclusive to the [[Scarab]] [[SRV]] and various [[Ship-Launched Fighters|Ship-Launched Fighter]] variants.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{WeaponNavbox}}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>90.200.46.38</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Plasma_Accelerator&amp;diff=8433</id>
		<title>Plasma Accelerator</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Plasma_Accelerator&amp;diff=8433"/>
		<updated>2018-11-21T19:12:56Z</updated>

		<summary type="html">&lt;p&gt;90.200.46.38: Added to introduction, updated AP and integrity in specifications (source: scotty.newlevels.org).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Class-4-Plasma-Accelerator.png|thumb|300px|Class 4 Plasma Accelerator]]&lt;br /&gt;
&lt;br /&gt;
{{quote|Energy projectile weapon on fixed mount.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
Plasma Accelerators are mounted on one of your ship&#039;s hardpoints and need assigning to a fire group before they can be used. They are very large and powerful weapons. After firing, they take a few seconds to recharge. Unlike its cannon counterpart the plasma accelerator is always fixed and doesn&#039;t have a gimballed variant.&lt;br /&gt;
&lt;br /&gt;
Military battleships, cruisers and also space stations are often equipped with this weapon. They&#039;re also fitted to large trading ships and passenger liners operating in the more dangerous regions of space.&lt;br /&gt;
&lt;br /&gt;
Even a Small Plasma Accelerator will destroy a well armed hundred tonne ship with a single shot. The large version has been known to be used as a planetary assault weapon, destroying selected areas of cities from orbit. This has a devastating effect on the local population, because the terrifying noise of the beam cutting through the atmosphere can be heard for hundreds of kilometers, and will deafen anyone unprotected in the vicinity.&lt;br /&gt;
&lt;br /&gt;
In use, their projectiles move relatively slowly (875 m/s), and this and the lack of gimballed variants make them challenging to use, especially against smaller targets. However, they have among the highest raw damage ratings of any weapon and much of this damage ignores the various resistances of shields, hull and armoured [[Bulkheads]]; it also completely ignores [[Armour Hardness]]. On top of all that, it is also a thermal attack (not to be confused with thermic), meaning it adds to the heat of any ship it hits. &lt;br /&gt;
&lt;br /&gt;
The drawbacks include the high level of pilot skill required to use them effectively (especially against smaller targets), and their huge energy requirements and thermal load. The latter make them inadvisable to use alongside other energy weapons such as [[Beam Laser|beam lasers]] and can force a pilot to limit their rate of fire. &lt;br /&gt;
&lt;br /&gt;
They are available for class 2, 3 and 4 hardpoints and are among the most expensive weapons to purchase and operate.&lt;br /&gt;
&lt;br /&gt;
==Munitions==&lt;br /&gt;
Spent ammunition must be replenished once used. Any station that is equipped with a &amp;quot;Restock&amp;quot; service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services. Ammunition costs 200 CR per unit.&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
This weapon can be modified by [[Engineers]] to enhance its abilities.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
The following modifications can be applied to this module:&lt;br /&gt;
* [[Efficient Weapon|Efficient]]&lt;br /&gt;
* [[Focused Weapon|Focused]]&lt;br /&gt;
* [[Lightweight Weapon|Lightweight]]&lt;br /&gt;
* [[Long Range Weapon|Long range]]&lt;br /&gt;
* [[Overcharged Weapon|Overcharged]]&lt;br /&gt;
* [[Rapid Fire Weapon|Rapid fire]]&lt;br /&gt;
* [[Short Range Weapon|Short range]]&lt;br /&gt;
* [[Sturdy Weapon|Sturdy]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Experimental Effects ===&lt;br /&gt;
Modifying this module can sometimes result in any one of the following special effects also being applied:&lt;br /&gt;
* [[Dazzle Shell]]&lt;br /&gt;
* [[Dispersal Field]]&lt;br /&gt;
* [[Phasing Sequence]]&lt;br /&gt;
* [[Plasma Slug]]&lt;br /&gt;
* [[Target Lock Buster]]&lt;br /&gt;
* [[Thermal Conduit]]&lt;br /&gt;
&lt;br /&gt;
Any Plasma Accelerator (regardless of size) using Plasma Slug requires approximately 110 kilograms (0.11 tons) of fuel per reload (where one reload is five shots).&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
wpn_c2_plasma.png|Class 2 Plasma Accelerator&lt;br /&gt;
wpn_c3_plasma.png|Class 3 Plasma Accelerator&lt;br /&gt;
wpn_c4_plasma.png|Class 4 Plasma Accelerator&lt;br /&gt;
File:003s.jpg | Class 4 Plasma Accelerators on a Fer-Der-Lance and a Federal Corvette&lt;br /&gt;
Class-4-Plasma-Accelerator.png|Class 4 Plasma Accelerator&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
Maximum range is 3500m, but [[Damage Falloff]] begins at 2000m.&lt;br /&gt;
&lt;br /&gt;
Another variant is the [[Advanced Plasma Accelerator]].&lt;br /&gt;
{| class=&amp;quot;article-table sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! Mass&amp;lt;br /&amp;gt;(T)&lt;br /&gt;
! Integrity&lt;br /&gt;
! Power&amp;lt;br /&amp;gt;Draw&lt;br /&gt;
! Weapon&amp;lt;br /&amp;gt;Mode&lt;br /&gt;
! Damage&amp;lt;br /&amp;gt;Type&lt;br /&gt;
! Damage&lt;br /&gt;
! Armour&amp;lt;br /&amp;gt;Piercing&lt;br /&gt;
! ROF/s&lt;br /&gt;
! DPS&lt;br /&gt;
! Thermal&amp;lt;br /&amp;gt;Load&lt;br /&gt;
! Ammo&amp;lt;br /&amp;gt;Clip Size&lt;br /&gt;
! Ammo&amp;lt;br /&amp;gt;Maximum&lt;br /&gt;
! Value&amp;lt;br /&amp;gt;(CR)&lt;br /&gt;
|-&lt;br /&gt;
| 2|| C || 4.00 || 40|| 1.430 || Fixed|| Absolute, Thermal, Kinetic || 54.3|| 100|| 0.3 || 17.9|| 15.6|| 5 || 100 || 834,200&lt;br /&gt;
|-&lt;br /&gt;
| 3 || B || 8.00 || 51|| 1.970 || Fixed || Absolute, Thermal, Kinetic&lt;br /&gt;
|| 83.4|| 100|| 0.3 || 24.2 || 21.8 || 5 || 100 || 3,051,200&lt;br /&gt;
|-&lt;br /&gt;
| 4 || A || 16.00 || 80|| 2.630 || Fixed || Absolute, Thermal, Kinetic&lt;br /&gt;
|| 125.3 || 100|| 0.3 || 31.31 || 29.5 || 5 || 100 || 13,793,600&lt;br /&gt;
|}&lt;br /&gt;
* Damage, DPS, and Thermal Load are all based upon the in-game display which is basically an &amp;quot;out of 10&amp;quot; scale thus the values for these sections should be assumed as approximations.&lt;br /&gt;
* Damage Type for all Plasma Accelerators is divided as follows&amp;lt;ref&amp;gt;[https://forums.frontier.co.uk/showthread.php/?t=320627 Elite Dangerous 2.2.03 Patch Notes]&lt;br /&gt;
&amp;lt;/ref&amp;gt;:&lt;br /&gt;
** Absolute: 60%&lt;br /&gt;
** Thermal: 20%&lt;br /&gt;
** Kinetic: 20%&lt;br /&gt;
* Absolute Damage ignores [[Shield Generator|shield resistances]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Plasma Accelerator fires a ball of plasma every 3 or 4 seconds, and is only good for direct fire.&lt;br /&gt;
* 3 shots will take out a [[Type-9]] shield and another 3 shots for the hull. Damage per shot is upwards of 35% to 14% depending how it hits.&lt;br /&gt;
* Main problem is overheating after just 3 or 4 shots, best used with a few projectile weapons as if you use lasers the ship heats up too fast and then you can&#039;t fire the Plasma Accelerators.&lt;br /&gt;
* Hard to hit very maneuverable ships; especially smaller ones.&lt;br /&gt;
* Plasma Accelerators should not be mistaken for Plasma Repeaters, which are a small projectile weapon exclusive to the [[Scarab]] [[SRV]] and various [[Ship-Launched Fighters|Ship-Launched Fighter]] variants.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{WeaponNavbox}}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>90.200.46.38</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Pulse_Laser&amp;diff=7693</id>
		<title>Pulse Laser</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Pulse_Laser&amp;diff=7693"/>
		<updated>2018-11-20T00:14:22Z</updated>

		<summary type="html">&lt;p&gt;90.200.46.38: Added armour piercing values, expanded intro, and standardised intro with the other two laser pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:C1PulseLaser_Viper.jpg|thumb|300px|Class 1 Pulse Laser (Gimbal) mounted on a Viper]]&lt;br /&gt;
&lt;br /&gt;
{{quote|Single-pulse laser weapon...|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
A pulse laser is mounted on one of a ships hardpoints and requires assignment to a fire group before you can use it. It&#039;s an energy weapon which causes immediate damage to any ship it hits at effective range. Maximum range is 3000m but [[Damage Falloff]] begins at just 500m.&lt;br /&gt;
&lt;br /&gt;
Pulse lasers can deliver a significant amount of damage in a single hit. Unlike other Lasers that fire continuously when triggered, a pulse laser fires intermittently in an on/off fashion. Compared to the other two laser types it emits the least waste heat, draws the least [[Power Distributor|distributor]] energy and is also cheapest, at the cost of DPS/Damage. &lt;br /&gt;
&lt;br /&gt;
Pulse lasers are entry-level energy weapons and as such have the lowest DPS values of all (non-special) weapons. They are recommended for arming hardpoints in which a thermal weapon is needed but the heat and energy issues are prohibitive for more powerful energy weapons... or simply if better weapons cannot be afforded at the moment.&lt;br /&gt;
&lt;br /&gt;
Damage type is thermic, and so shields have a resistance penalty against them. Armour piercing capability is rather low (but very slightly higher than that of beam lasers), making them less effective against hulls than shields. These traits are common to almost all laser weapons.&lt;br /&gt;
&lt;br /&gt;
Pulse lasers are available as fixed, gimbal and turret mounted weapons. Fixed class 1 pulse lasers are usually supplied in two hardpoints of a newly purchased ship.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
Another variant is the [[Pulse Disruptor|Pulse Disruptor Laser]].&lt;br /&gt;
{| class=&amp;quot;article-table sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! Mass&amp;lt;br /&amp;gt;(T)&lt;br /&gt;
! Power&amp;lt;br /&amp;gt;Draw (MW)&lt;br /&gt;
! Weapon&amp;lt;br /&amp;gt;Mode&lt;br /&gt;
!Armour Piercing&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! DPS&lt;br /&gt;
!Distibutor Draw(MW)&lt;br /&gt;
! Thermal&amp;lt;br /&amp;gt;Load/s&lt;br /&gt;
! Value&amp;lt;br /&amp;gt;(CR)&lt;br /&gt;
|-&lt;br /&gt;
| 1|| F || 2.00 || 0.390 || Fixed &lt;br /&gt;
|20|| 2.05|| 3.85 || 7.88&lt;br /&gt;
|0.30|| 0.33|| 2,200&lt;br /&gt;
|-&lt;br /&gt;
| 1 || G || 2.00 || 0.390 || Gimbal &lt;br /&gt;
|20|| 1.56|| 4.00 || 6.24&lt;br /&gt;
|0.31|| 0.31|| 6,600&lt;br /&gt;
|-&lt;br /&gt;
| 1 || G || 2.00 || 0.380 || Turret &lt;br /&gt;
|20|| 1.19|| 3.33 || 3.97&lt;br /&gt;
|0.19|| 0.19|| 26,000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || E || 4.00 || 0.600 || Fixed &lt;br /&gt;
|35|| 3.50|| 3.45 || 12.07&lt;br /&gt;
|0.50|| 0.56|| 17,600&lt;br /&gt;
|-&lt;br /&gt;
| 2 || F || 4.00 || 0.600 || Gimbal &lt;br /&gt;
|35|| 2.68|| 3.57 || 9.57&lt;br /&gt;
|0.54|| 0.54|| 35,400&lt;br /&gt;
|-&lt;br /&gt;
| 2 || F || 4.00 || 0.580 || Turret &lt;br /&gt;
|35|| 2.05|| 3.03 || 6.21&lt;br /&gt;
|0.33|| 0.33|| 132,800&lt;br /&gt;
|-&lt;br /&gt;
| 3 || D || 8.00 || 0.900 || Fixed &lt;br /&gt;
|52|| 5.98|| 3.03|| 18.12&lt;br /&gt;
|0.86|| 0.96|| 70,400&lt;br /&gt;
|-&lt;br /&gt;
| 3 || E || 8.00 || 0.920 || Gimbal &lt;br /&gt;
|52|| 4.58|| 3.23|| 14.77&lt;br /&gt;
|0.92|| 0.92|| 140,600&lt;br /&gt;
|-&lt;br /&gt;
| 3 || F || 8.00 || 0.890 || Turret &lt;br /&gt;
|52|| 3.50|| 2.70|| 9.46&lt;br /&gt;
|0.56|| 0.56|| 400,400&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A&lt;br /&gt;
|16.00&lt;br /&gt;
|1.330&lt;br /&gt;
|Fixed&lt;br /&gt;
|65&lt;br /&gt;
|10.24&lt;br /&gt;
|2.63&lt;br /&gt;
|26.95&lt;br /&gt;
|1.48&lt;br /&gt;
|1.48&lt;br /&gt;
|177,600&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A&lt;br /&gt;
|16.00&lt;br /&gt;
|1.370&lt;br /&gt;
|Gimbal&lt;br /&gt;
|65&lt;br /&gt;
|7.82&lt;br /&gt;
|2.78&lt;br /&gt;
|21.72&lt;br /&gt;
|1.56&lt;br /&gt;
|1.56&lt;br /&gt;
|877,600&lt;br /&gt;
|}&lt;br /&gt;
== Engineers ==&lt;br /&gt;
This weapon can be modified by [[Engineers]] to enhance its abilities.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
The following modifications can be applied to this module:&lt;br /&gt;
* [[Efficient Weapon|Efficient]]&lt;br /&gt;
* [[Focused Weapon|Focused]]&lt;br /&gt;
* [[Lightweight Weapon|Lightweight]]&lt;br /&gt;
* [[Long Range Weapon|Long range]]&lt;br /&gt;
* [[Overcharged Weapon|Overcharged]]&lt;br /&gt;
* [[Rapid Fire Weapon|Rapid fire]]&lt;br /&gt;
* [[Sturdy Weapon|Sturdy]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Experimental Effects ===&lt;br /&gt;
Modifying this module can sometimes result in any one of the following special effects also being applied:&lt;br /&gt;
* [[Concordant Sequence]]&lt;br /&gt;
* [[Emissive Munitions]]&lt;br /&gt;
* [[Phasing Sequence]]&lt;br /&gt;
* [[Scramble Spectrum]]&lt;br /&gt;
* [[Thermal Shock]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Can shoot police accidentally (Use with caution)&lt;br /&gt;
&lt;br /&gt;
Very effective against shields&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HighResScreenShot_2016-06-03_06-43-41-.jpg | Dual Class 4 Pulse Lasers mounted on a Federal Corvette (post-processed image)&lt;br /&gt;
File:FDL_Huge_pulse_laser_from_front.jpg | Class 4 pulse laser from front&lt;br /&gt;
File:FDL_huge_pulse_laser_from_side.jpg | Class 4 pulse lase from side&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{WeaponNavbox}}&lt;br /&gt;
[[ru:Импульсный лазер]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>90.200.46.38</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Beam_Laser&amp;diff=7546</id>
		<title>Beam Laser</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Beam_Laser&amp;diff=7546"/>
		<updated>2018-11-19T21:08:28Z</updated>

		<summary type="html">&lt;p&gt;90.200.46.38: Added integrity values to table, expanded introduction. Included armour piercing mechanics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|Continuous-fire laser weapon...|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
[[File:Beamlaser ja02 copy.JPG|thumb|200px|Medium beam laser, official art]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; are high-damage thermic- damage [[weapons]] that operate solely on energy. Once fired, a laser beam exits the weapon mount and causes immediate damage to any vessel surface it collides with, especially at effective range. Maximum range is 3000m, but [[Damage Falloff]] begins after just 600m.&lt;br /&gt;
&lt;br /&gt;
Beam lasers can be fired continuously for as long as sufficient weapons energy is available to feed them and siphon away the weapon&#039;s heat into the ship&#039;s cooling system.&lt;br /&gt;
&lt;br /&gt;
Beam lasers are known for their high DPS compared to other lasers, at the cost of [[Heat|thermal waste]] and [[Power Distributor|distributor]] draw. &lt;br /&gt;
&lt;br /&gt;
Damage type is thermic, and so shields have a resistance penalty against them. Armour piercing capability is rather low, making them less effective against hulls - but not ineffective. These traits are common to almost all laser weapons.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if that continuous fire cannot be maintained in combat from a beam laser mounted in a hardpoint, and pilots still wish to use a laser weapon in that hardpoint, they could consider trying the [[Pulse Laser]] or [[Burst Laser]] as an alternative: either firing constantly could result in more DPS than firing a beam laser intermittently. Putting more pips to weapons [WEP] in the ship&#039;s [[Power Distributor]] will also improve the time beam lasers can be fired, at the cost of weakening speed/maneuverability or shields. The [[Efficient Weapon]] modification can also allow for more sustained fire.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
Another variant is the [[Retributor|Retributor Beam Laser]].&lt;br /&gt;
&lt;br /&gt;
It deals thermic damage at a [[Damage Falloff|Falloff Range]] of 600m and a maximum range of 3000m for every Beam Laser.&lt;br /&gt;
{| class=&amp;quot;article-table sortable&amp;quot; style=&amp;quot;text-align: center; font-size: 88%; line-height: 1.3em;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! Mass (T)&lt;br /&gt;
!Integ-&lt;br /&gt;
rity&lt;br /&gt;
! Power Draw (MW)&lt;br /&gt;
! Weapon Mode&lt;br /&gt;
! Damage&lt;br /&gt;
or DPS&lt;br /&gt;
!Armour Pierce Rating&lt;br /&gt;
! Thermal Load/s&lt;br /&gt;
!Distributor&lt;br /&gt;
Draw(MW)&lt;br /&gt;
! Value (CR)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || E || 2.00 &lt;br /&gt;
|40|| 0.62 || Fixed || 9.82 &lt;br /&gt;
|18|| 3.53&lt;br /&gt;
|1.94|| 37,430&lt;br /&gt;
|-&lt;br /&gt;
| 1 || E || 2.00 &lt;br /&gt;
|40|| 0.60 || Gimbal || 7.68&lt;br /&gt;
|18|| 3.65&lt;br /&gt;
|2.11|| 74,650&lt;br /&gt;
|-&lt;br /&gt;
| 1 || F || 2.00 &lt;br /&gt;
|40|| 0.57 || Turret || 5.4&lt;br /&gt;
|18|| 2.4&lt;br /&gt;
|1.32|| 500,000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || D || 4.00 &lt;br /&gt;
|51|| 1.01 || Fixed || 15.96&lt;br /&gt;
|35|| 5.11&lt;br /&gt;
|3.16|| 299,520&lt;br /&gt;
|-&lt;br /&gt;
| 2 || D || 4.00 &lt;br /&gt;
|51|| 1.00 || Gimbal || 12.52&lt;br /&gt;
|35|| 5.32&lt;br /&gt;
|3.44|| 500,600&lt;br /&gt;
|-&lt;br /&gt;
| 2 || E || 4.00 &lt;br /&gt;
|51|| 0.93 || Turret || 8.83&lt;br /&gt;
|35|| 3.53&lt;br /&gt;
|2.16|| 2,099,900&lt;br /&gt;
|-&lt;br /&gt;
| 3 || C || 8.00 &lt;br /&gt;
|64|| 1.62 || Fixed || 25.78&lt;br /&gt;
|50|| 7.22&lt;br /&gt;
|5.10|| 1,177,600&lt;br /&gt;
|-&lt;br /&gt;
| 3 || C || 8.00 &lt;br /&gt;
|64|| 1.60 || Gimbal || 20.3&lt;br /&gt;
|50|| 7.61&lt;br /&gt;
|5.58|| 2,396,160&lt;br /&gt;
|-&lt;br /&gt;
| 3 || D || 8.00 &lt;br /&gt;
|64|| 1.51 || Turret || 14.36&lt;br /&gt;
|50|| 5.11&lt;br /&gt;
|3.51|| 19,399,600&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A&lt;br /&gt;
|16.00&lt;br /&gt;
|80&lt;br /&gt;
|2.61&lt;br /&gt;
|Fixed&lt;br /&gt;
|41.38&lt;br /&gt;
|60&lt;br /&gt;
|9.93&lt;br /&gt;
|8.19&lt;br /&gt;
|2,396,160&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A&lt;br /&gt;
|16.00&lt;br /&gt;
|80&lt;br /&gt;
|2.57&lt;br /&gt;
|Gimbal&lt;br /&gt;
|32.68&lt;br /&gt;
|60&lt;br /&gt;
|10.62&lt;br /&gt;
|8.99&lt;br /&gt;
|8,746,160&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
&#039;&#039;Note: Because the Beam is continuous and can therefore not have a fire rate, the Damage is measured in DPS, which means their values are the same.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Engineers ==&lt;br /&gt;
This weapon can be modified by [[Engineers]] to enhance its abilities.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
The following modifications can be applied to this module:&lt;br /&gt;
* [[Efficient Weapon]]&lt;br /&gt;
* [[Lightweight Weapon|Light Weight Mount]]&lt;br /&gt;
* [[Long Range Weapon|Long-range Weapon]]&lt;br /&gt;
* [[Overcharged Weapon]]&lt;br /&gt;
* [[Short Range Weapon|Short-range Blaster]]&lt;br /&gt;
* [[Sturdy Weapon|Sturdy Mount]]&lt;br /&gt;
&lt;br /&gt;
=== Experimental Effects ===&lt;br /&gt;
After applying at least Grade 1 modification, one of the following experimental effects can be chosen:&lt;br /&gt;
* [[Stripped Down]]&lt;br /&gt;
* [[Oversized]]&lt;br /&gt;
* [[Flow Control]]&lt;br /&gt;
* [[Double Braced]]&lt;br /&gt;
* [[Thermal Vent]]&lt;br /&gt;
* [[Concordant Sequence]]&lt;br /&gt;
* [[Thermal Shock]]&lt;br /&gt;
* [[Regeneration Sequence]]&lt;br /&gt;
* [[Thermal Conduit]]&lt;br /&gt;
&lt;br /&gt;
==Purchase Locations==&lt;br /&gt;
{| class=&amp;quot;article-table sortable&amp;quot; style=&amp;quot;text-align: center; display: inline-table;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! System&lt;br /&gt;
! Station&lt;br /&gt;
! Weapon Mode&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|E&lt;br /&gt;
|Chamunda&lt;br /&gt;
|Gidzenko Ring&lt;br /&gt;
|Fixed&lt;br /&gt;
|37,430&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|E&lt;br /&gt;
|Chamunda&lt;br /&gt;
|Gidzenko Ring&lt;br /&gt;
|Gimballed&lt;br /&gt;
|74,650&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|E&lt;br /&gt;
|Groombridge 34&lt;br /&gt;
|Jones Estate&lt;br /&gt;
|Gimballed&lt;br /&gt;
|74,650&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|F&lt;br /&gt;
|Chamunda&lt;br /&gt;
|Gidzenko Ring&lt;br /&gt;
|Turret&lt;br /&gt;
|500,000&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|F&lt;br /&gt;
|Heget&lt;br /&gt;
|Fodder&#039;s Retreat&lt;br /&gt;
|Turret&lt;br /&gt;
|500,000&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|D&lt;br /&gt;
|EZ Aquarii&lt;br /&gt;
|Magnus Gateway&lt;br /&gt;
|Fixed&lt;br /&gt;
|299,520&lt;br /&gt;
|-&lt;br /&gt;
| 2 || D || Chi Herculis || Gorbatko Reserve || Gimballed || 500,600&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|D&lt;br /&gt;
|Groombridge 34&lt;br /&gt;
|Jones Estate&lt;br /&gt;
|Gimballed&lt;br /&gt;
|500,600&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|D&lt;br /&gt;
|Eravate&lt;br /&gt;
|Russel Ring&lt;br /&gt;
|Gimballed&lt;br /&gt;
|500,600&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|D&lt;br /&gt;
|Damocan&lt;br /&gt;
|Chadwick Terminal&lt;br /&gt;
|Gimballed&lt;br /&gt;
|500,600&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|D&lt;br /&gt;
|LHS 3447&lt;br /&gt;
|Larson Orbital&lt;br /&gt;
|Gimballed&lt;br /&gt;
|500,600&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|D&lt;br /&gt;
|Heget&lt;br /&gt;
|Fodder&#039;s Retreat&lt;br /&gt;
|Gimballed&lt;br /&gt;
|500,600&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|E&lt;br /&gt;
|Erivit&lt;br /&gt;
|Garrott Orbital&lt;br /&gt;
|Turret&lt;br /&gt;
|2,099,900&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|E&lt;br /&gt;
|Groombridge 34&lt;br /&gt;
|Jones Estate&lt;br /&gt;
|Turret&lt;br /&gt;
|2,099,900&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|E&lt;br /&gt;
|LHS 3447&lt;br /&gt;
|Larson Orbital&lt;br /&gt;
|Turret&lt;br /&gt;
|2,099,900&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|C&lt;br /&gt;
|BV Phoenicis&lt;br /&gt;
|Aoki Dock&lt;br /&gt;
|Turret&lt;br /&gt;
|19,399,600&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|C&lt;br /&gt;
|Teveri&lt;br /&gt;
|Willey Port&lt;br /&gt;
|Turret&lt;br /&gt;
|19,399,600&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|C&lt;br /&gt;
|Damocan&lt;br /&gt;
|Chadwick Terminal&lt;br /&gt;
|Fixed&lt;br /&gt;
|1,177,600&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|D&lt;br /&gt;
|LHS 3447&lt;br /&gt;
|Larson Orbital&lt;br /&gt;
|Turret&lt;br /&gt;
|19,399,600&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|D&lt;br /&gt;
|Patani&lt;br /&gt;
|Smith Ring&lt;br /&gt;
|Turret&lt;br /&gt;
|19,399,600&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|C&lt;br /&gt;
|MANIANSCUDO&lt;br /&gt;
|Anderson Terminal&lt;br /&gt;
|Gimballed&lt;br /&gt;
|2,396,160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|C&lt;br /&gt;
|LHS 3262&lt;br /&gt;
|Sy Base&lt;br /&gt;
|Gimballed&lt;br /&gt;
|2,396,160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|C&lt;br /&gt;
|Beta-1 Tucanae&lt;br /&gt;
|Adams Orbital&lt;br /&gt;
|Gimballed&lt;br /&gt;
|2,396,160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|C&lt;br /&gt;
|Ekonir&lt;br /&gt;
|Morey Vision&lt;br /&gt;
|Gimballed&lt;br /&gt;
|&lt;br /&gt;
2,396,160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|C&lt;br /&gt;
|LP 336-6&lt;br /&gt;
|Lu Installation&lt;br /&gt;
|Gimballed&lt;br /&gt;
|2,296,160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|C&lt;br /&gt;
|Yakabugai&lt;br /&gt;
|Serebrov Station&lt;br /&gt;
|Gimballed&lt;br /&gt;
|2,396,160&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A&lt;br /&gt;
|CD-28 332&lt;br /&gt;
|Hopkins Station&lt;br /&gt;
|Gimballed&lt;br /&gt;
|7,400,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* For speculated weapon stats (as per version 1.2.07), see [https://forums.frontier.co.uk/showthread.php?t=140240 this thread] on the official Elite: Dangerous forum.&lt;br /&gt;
* Class 4 Beam Lasers are confirmed to make an appearance in 1.6/2.1. They will come in fixed and gimballed variants.&amp;lt;ref&amp;gt;https://community.elitedangerous.com/newsletter120&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
wpn_c1_beam.png|Class 1 Beam Laser&lt;br /&gt;
wpn_c2_beam.png|Class 2 Beam Laser&lt;br /&gt;
wpn_c3_beam.png|Class 3 Beam Laser&lt;br /&gt;
ss (2016-04-22 at 12.08.07).png|(2.1 Beta) Class 4 Beam Laser&lt;br /&gt;
File:B.jpg |Dual Class 4 Beam Lasers on a Federal Corvette&lt;br /&gt;
Huge-Beam-Lasers.png|Huge Beam Lasers&lt;br /&gt;
Beamlaser ja02 copy.JPG|Medium Beam Laser, official art&lt;br /&gt;
Large Beam Laser.jpg|Large Beam Laser, official art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WeaponNavbox}}[[ru:Пучковый лазер]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>90.200.46.38</name></author>
	</entry>
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