Twin Maser Turret
When the maser design became the new mainstay of the fighter division and ship building firms began requesting the new technology in ever increasing volumes, the time came to extend this technology to the turret architecture, which has proved invluable in the past. Unfortunately, the originators of the approved maser system lost the bid, this project having gotten handed over to one of the larger development teams. While they were a heavy opponent against the Sweep Maser system, they had to admit their inspections with research copies could find no fault in it, and thus they took the simple approach: They completely severed the twin system and replaced the prefire components with ones that had a much larger performance envelope, thus providing the familiar feel of a two-barrel turret, and with the added power of microwave emissions.
| Weapon Type | |
| Class: | Turret |
| Tech Tree: | Human |
| Construction | |
| Construction Points: | 568 |
| Slots: | 2 |
| Weight: | 4 |
| Special: | n/a |
| Hull Specifications | |
| Targets: | Small |
| Mountable: | Medium |
| Attack | |
| Effective Damage: | 12-14 |
| Damage: | 6-7 |
| Rate of Fire: | 2.0 |
| Attack Rating: | 14 |
| Other: | none |
Notes:
- Hulls listed are the minimum hull size to mount/target. All weapons are mountable/targetable on/against any hull size larger than the base size. Targeting a larger hull size results in a damage penalty.
- Effective damage refers to the actual damage times the weapon's rate of fire. This is the total damage that you will do on average a turn, assuming every shot hits.
- Attack rating affects the chance you will hit the enemy ship.
- All data is given at the 3rd technology sublevel (x-3).
See also: Weapons | Turret Class Weapons | Bio Weapons | Human Weapons | Cyborg Weapons

