Difference between revisions of "Weapons"
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===Particle Cannon=== | ===Particle Cannon=== | ||
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+ | The most common UGTO armament, the UGTO Particle Cannon is a favorite among captains for its reliability, manageable power usage, sustainable damage, and excellent range. This weapon functions by drawing power directly from the ships main engines, containing charged sub-atomic particles in a magnetically charged sphere. Once charged, the sphere is transferred to the cannon itself, where it can be sustained until ready to fire. Since the cannon fires in a five round burst however, a cannon will not be ready to be fired until five charged rounds are held in containment for that weapon. | ||
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+ | Due to its energy based nature, the Particle Cannon is only limited by the energy reserves of the ship in regards to ammo. However one major drawback to the weapon is that as the round travels, the magnetic field surrounding the charged particles begins to weaken, commanders are advised to close the distance as much as possible before firing. | ||
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+ | The Particle Cannon can replace the EMP Cannon on available allied worlds, for 60 resources and 5 technology. | ||
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Revision as of 23:21, 20 February 2012
This is some introductory text to the weapons category that should be replaced as this page nears completion.
Cannons
Cannon weapons are the standard choice for most military space ships, providing dummy ranged projectile volleys by firing in a precalculated arc towards the enemy, the Cannon type weapon has provided most military entities with a cheap and effective option to defend themselves with and has led to a great many variations to allow for most combat situations.
Particle Cannon
The most common UGTO armament, the UGTO Particle Cannon is a favorite among captains for its reliability, manageable power usage, sustainable damage, and excellent range. This weapon functions by drawing power directly from the ships main engines, containing charged sub-atomic particles in a magnetically charged sphere. Once charged, the sphere is transferred to the cannon itself, where it can be sustained until ready to fire. Since the cannon fires in a five round burst however, a cannon will not be ready to be fired until five charged rounds are held in containment for that weapon.
Due to its energy based nature, the Particle Cannon is only limited by the energy reserves of the ship in regards to ammo. However one major drawback to the weapon is that as the round travels, the magnetic field surrounding the charged particles begins to weaken, commanders are advised to close the distance as much as possible before firing.
The Particle Cannon can replace the EMP Cannon on available allied worlds, for 60 resources and 5 technology.
Heavy Particle Cannon
A heavy version of the Particle Cannon.
EMP Cannon
The UGTO Electromagnetic Pulse weapon is a replacement option for the standard Particle Cannon. For UGTO commanders that prefer to take the rebels alive, this cannon's primary function is to do system damage, potentially disabiling enemy ships. It does however, do very little damage to all types of shield, armor, and hull, so it is best used in combination with other weapons (such as torpedos) to punch through the outer layers, as the shielding of even the thinnest armor prevents system damage.
Unlike the Particle cannon, it is fired in a four round burst, due to a common (but largely debunked) UGTO superstition that excessive firing of the cannon would disable their own ship.
Like all UGTO cannons, this weapon suffers from diminishing returns at extreme ranges, commanders are advised to use their primary armaments as close as possible for maximum effectiveness.
This weapon requires no ammo, and may be purchased from available friendly planets for 150 resources and 25 technology.
Heavy EMP Cannon
A heavy version of the EMP Cannon.
Railgun
The is the standard cannon device for most ICC ships, with a Magazine of 90 rounds and the ability to fire 5 accelerated projectiles every 3 seconds. Captains are warned the Railgun provides the same yield regardless of distance or time.
The Railgun works in a sequential launch sequence, collecting a preloaded projectile in it's firing chamber and charging it with magnetic energy, once the order for launch has been given, the chamber floor pushes the projectile into the barrel, where rings of super magnetic coils accelerate the projectile to near light speeds. This occurs at a standard rate of 5 projectiles every 3 seconds to ensure the Railgun does not overheat, but evidence from recent pirate skirmishes shows that this can be increased when required.
The standard Railgun costs a Captain 30 resources and can only be bought from suppliers with a technology rating of 5 or higher.
Heavy Railgun
The Heavy Railgun is the higher powered version of the standard Railgun, features the same magazine and rate of fire but with a bigger charge yield. Captains are warned the Heavy Railgun provides the same yield regardless of distance or time.
The Heavy railgun uses the same chamber firing and magnetic coil system to launch it's Projectiles at near light speeds, however the barrel has been expanded to allow for a larger projectile, often containing an additional shaped charge.
The Heavy Railgun costs a Captain 60 resources and can only be bought from suppliers with a technology rating of 10 or higher.
Gauss Gun
This weapon uses carefully timed magnetic chambers to fire a projectile at an incredible speed and range. The damage output is smaller than the rail gun but this weapon can be used effectively if your good at keeping a distance or just holding off a fleet at your planet with an interdictor on it.
The Gauss Gun is faster than the Railgun(at least it will be in 1.672) but uses more energy.
Beam Weapons
Beam weapons fire a short-ranged beam that deals damage over time while the beam is active. Beams never miss unless the target moves out of range or leaves the firing arc of the weapon.
Standard Chemical Laser
Heavy Chemical Laser
The Heavy Chemical Laser provides ships with a 5 second burst of pure energy, inflicting massive damage to ships at close range. The HCM, although can be used in point defence.
The HCM works in the same way as the Chemical Beam Laser, however comes wit several injection chambers, surrounded by reflective panels to channel the several lower yield lasers into one larger beam.
Captains are warned that the HCM is not designed for this function and can result in additional power loss. The HCM has a range of 250gu.
The CBL costs a Captain x resources and can only be bought from suppliers with a technology rating of x or higher.
Flux Beam
Chemical Beam Laser
The Chemical Beam laser provides ICC ships with a 5 second burst of pure energy, inflicting massive damage to ships at close range. The CBL also provides ICC ships with a higher powered, but slower, point defence system against larger missiles or troop drop pods or a direct attack weapon on higher class ships.
The CBL operates with by reacting a gas and two oxide based liquids in a chamber, which produces super dense oxygen atoms. Another chemical is them injected into the laser itself initiating an additional reaction resulting in a high yield beam.
Captains are warned the CBL is effective against most armour and shield types, however new Reflective armour technologies have reduced it's ability.
The CBL costs a Captain 45 resources and can only be bought from suppliers with a technology rating of 5 or higher.
Pulse Beam
The Pulse Beam provides ICC ships with a tactical point defence option without affecting power. The Pulse Beam has a low yield charge designed to destroy close non-ship targets. The Pulse Beam tracks a targets engine emissions and fires when within range.
The Pulse beam works with a single, low yield high intensity beam of light energy pulsing through lenses designed to magnify the beam onto a small area. Using this low yield system allows the Pulse Beam to trigger far quicker than other Chemical based Lasers.
Captains are warned the Pulse Beam cannot target torpedo's, as they are propelled at launch and do not have engines. (and therefore no emissions)
The Pulse Beam costs a Captain 50 resources and can only be bought from suppliers with a technology rating of 15 or higher.
Disruptors
Assault Disruptors
ELF Beams
ELF beams commonly found on kluth ships,are energy leaching lasers that take energy from the victim ship and transferrs it to the host ship for use.
Death Beam
Most devastatingly unhumanlike weapon in the metaverse, this weapon is used by MI to Raze entire planets.Scans show that life is eliminated on a planet once this weapon is used. Also can cause critical damage to any ship and instantly kill anything below a dreadnought.
Missiles
Missiles are the longest ranged weapons of the metaverse. Ever since the begenning of the Cold War era we wanted the most powerful delivered explosions possible but had to limit our science as to not destroy mankind but now in wide space, rules change which means we could put just about anything in a rod with fins on it and launch it at something. Missiles come in 3 tiers 1 2 and 3.
Sabot rocket
Ion Tracking missile
Anti-radar missile
Sparrow
Linear Drive missiles
Proton Cruise missiles
Harpex missiles
Torpedoes
Torpedoes are powerful, unguided projectiles that inflict plenty of damage within their blast radius. They are slow-moving and relatively inaccurate as a result.
Proton Torpedo
Fusion Torpedo
The Fusion Torpedo provides a shaped fusion charge formed around a sleek armoured shell, capable of fast speeds to ensure swift and massage damage. The Fusion Torpedo mounts come with a standard capacity of 50 Torpedo's, able to launch and reload within 5 seconds providing ICC with an effective, low power Torpedo option.
Antimatter Torpedo
This torpedo, composed primarly of an anti-matter fuse, detonates when it comes into contact into any form of matter (namely ships) and begins to react with matter causing a chain reaction to occur. Causes heavy damage to small vessles and ships. Commonly found on kluth ships.
Energy Torpedo
Used primarly by the MI Legion these torpedos are comprised of highly heated energy microbes which easily take down any form of armor. Though no one else knows how to create such a destructive weapon or decode the MI's binary codes the MI are the only ones who know how to create such a weapon.
Core Weapons
Usually found on dreadnaughts and stations, core weapons are powerful, long-ranged projectile weapons that fire single highly-damaging shots.
Quantum Singularity Torpedo
Ion Cannon
ION Cannons use electricaly charged particles packed together which detonates at impact of it's target.Primarly used by ICC to engage stations at long range this weapon has lower damage yield than stellar incenerator but compensates by firing 2 volleys rather than one and a longer range.