The Weapons of "The Night's Horse"
This ship has some of the best weapons that you can buy (or steal from an imperial research facility).  To accomodate these weapons, powerful shields, engines and what not the ship actually had to be slightly enlarged and a new Power Core had to be added to replace the older ineffecient one.  This was a great expense, but now the engines, shields, interior and exterior lights, and ALL weapons may be used at the same time (except the Turbolaser, special case).  Here is a list of all those things labeled as weapons mounted on "The Night's Horse".  Other things that are weapons or are normally used as weapons (even if they aren't supposed to be) may be listed under Utilities or under the Intruder Defense Systems.
 
 
All weapons can be fired from cockpit, turret (if so equipped) or even by the ship itself.
2 Quad Laser Cannons (Drearian Defense Conglomerate Protector 5E) -Primary gunwale
These bad boys are what you can see on the Millenium Falcon, though these work better and are more powerful.  They can be set to fire one barrrel at at time, all four at once, dual fire in diagnol pairs or any other configuration, allowing the firer to change it through three pre-programmed settings on the flick of a switch.

Fire arc: Turret
Crew: 1 each
Skill: Starship Gunnery
Fire Control: 4D+2
Fire rate: Quad fire: 1
                Dual fire: 2
                Single fire: 5 (don't ask)
Space Range: 1-4/15/31
Atmosphere Range: 125-375/1.5km/3.1km
Damage: 7D+2
 

2 Quad barreled lasers (Imperial Weapons Project) -Tertiary gunwale
These turrets are very much like the quad lasers from above except in one detail.  The barrels are next to each other and pointed in towards the one oppositte barrel.  This gives the four laser blasts the chilling effect of fusing and becoming one super powerful laser blast.

Fire Arc: Turret; 1 top, 1 bottom (forward, left, back)
Crew: 1 each
Skill: starship gunnery 
Fire control: 3D
Fire rate: 2
Space Range: 1-5/17/35
Atmosphere Range: 150-400/1.7/3.5km
Damage: 8D
Game Notes: This system was a prototype, as such all rolls to modify it with out at least +2D in the Starship Weapons: Quad-Barreled Laser Cannon specialization or the (A) Engineering: Weapons skill are quadruple difficulty with triple time taken.
 

2 Mounted Dual Laser Cannons -Secondary gunwale
These guns are lighter than the quad laser turrets, but are still powerful.  They deal moderate damage while still having a great firing rate and fire control.  They can be set to dual fire or to fire one barrel at a time.

Fire arc: 1 top turret, 1 bottom turret (forward, left, back) 
Skill: starship gunnery 
Fire control: 4D
Fire Rate: Single fire: 6
                 Dual Fire: 3
Space range: 1-7/20/30 
Atmosphere range: 100-700/2km/3km 
Damage: 6D+2 
 

Medium Ion Cannon
When something must be disabled this is what to use.  Not as large or power consuming a weapon as its older brother the Heavy Ion Cannon, it can still disable smaller ships with ease.

Fire arc: turret, bottom
Skill: Starship Gunnery
Fire control: 4D
Fire rate: 2
Space range: 1-3/7/36
Atmosphere range: 100-300/700/3.6km
Damage: 4D

 

Turbolaser
This is no doubt, without arguement, the most powerful energy weapon on board.  It was previously an imperial weapons project.  Now, though, it has fallen into rebel hands and prototypes are being mounted on some ships.  This is the original, capable of putting a dent in the shields of an impstar duece.

Fire Arc: Forward, up or down 30 degrees
Crew: 1
Skill: Starship Gunnery
Fire control: 2D
Fire rate: 1/4
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 10D
Game notes: This system was a prototype, as such all rolls to modify it with out at least +2D in the Mini-Turbolaser specialization or the Engineering: Weapons skill are quadruple difficulty with triple time taken.

 

Tractor Beam Projector
This thing is useful in many situations.  When someone won't stay put for your lasers just grab them and, bingo!  They will be stuck and you can either drag them around, destroy them with a laser cannon or disable them with an ion cannon.

Fire arc: Turret
Skill: Starship gunnery
Fire control: 2D
Space range: 1-8/15/20
Atmosphere range: 100-800/1.5/2.0km
Damage: 5D

 

2 Concussion Missile Launcher
For those times when you need to pack a powerful punch but can't get the aiming just right for lasers.

Fire arc: front
Skill: starship gunnery
Fire control: 3D+2
Ammo: 8 missiles each
Space range: 2/4/10
Atmosphere rang: 67-125/375/875
Damage: 10D+2

 

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