Difference between revisions of "Weapons"
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===Ion Tracking missile === | ===Ion Tracking missile === | ||
{{:Ion Tracking missile }} | {{:Ion Tracking missile }} | ||
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+ | After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. | ||
+ | |||
+ | Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort. | ||
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+ | This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions. | ||
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===Peregrine missiles=== | ===Peregrine missiles=== | ||
{{:Peregrine missiles}} | {{:Peregrine missiles}} |
Revision as of 01:22, 21 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
Faction: | UGTO |
Type: | Cannon |
Range: | xGU |
Damage: | Medium |
Falloff: | {{{falloff}}} |
Energy use: | High |
Magazine: | Unlimited |
Resource Req: | 60 |
Tech Req: | 5 |
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
225px | |
---|---|
Faction: | UGTO |
Range: | xGU |
Damage: | High |
Falloff: | {{{falloff}}} |
Energy use: | High |
Magazine: | Unlimited |
Resource Req: | 120 |
Tech Req: | 10 |
Realizing the need for a heftier armament, UGTO engineers came up with a way to better stabilize the magnetic capture of the sub-atomic particles and thus a heavier payload could be formed. Thus, the Heavy Particle Cannon was developed, capable of dishing out twice the firepower of a normal particle cannon and improved range. However as it was a larger mount and required a specialized framework, it could not replace existing smaller Particle Cannons.
The Heavy Particle Cannon is found on a few specialized smaller capital ships, but its mostly reserved for Cruisers and Dreadnought class capitals.
It can replace the Heavy EMP Cannon on available allied worlds, for 120 resources and 10 technology.
Electro-Magnetic Pulse Cannon
225px | |
---|---|
Faction: | UGTO |
Type: | Cannon |
Range: | xGU |
Damage: | Low |
Falloff: | {{{falloff}}} |
Energy use: | Low |
Magazine: | Unlimited |
Resource Req: | 150 |
Tech Req: | 25 |
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
225px | |
---|---|
Faction: | UGTO |
Range: | xGU |
Damage: | Low |
Falloff: | {{{falloff}}} |
Energy use: | Low |
Magazine: | Unlimited |
Resource Req: | 300 |
Tech Req: | 45 |
Once UGTO engineers discovered how to develop a heavier payload for the Particle Cannon, it wasn't long before they applied the same technology towards the EMP cannon. Delievering twice the payload of a normal EMP round, this hefty armament is mostly found on a few specialized smaller capital ships but is mostly for use on Cruiser and Dreadnought capital ships.
It can replace the Heavy Particle Cannon on available allied worlds, for 300 resources and 45 technology.
Railgun
225px | |
---|---|
Faction: | ICC |
Type: | Cannon |
Range: | xGU |
Damage: | Medium |
Falloff: | {{{falloff}}} |
Energy use: | Low |
Magazine: | 90 |
Resource Req: | 30 |
Tech Req: | 5 |
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
225px | |
---|---|
Faction: | ICC |
Range: | xGU |
Damage: | Medium |
Falloff: | {{{falloff}}} |
Energy use: | Low |
Magazine: | 90 |
Resource Req: | 60 |
Tech Req: | 10 |
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
Faction: | UGTO/ICC |
Type: | Cannon |
Range: | xGU |
Damage: | Medium |
Falloff: | {{{falloff}}} |
Energy use: | Low |
Magazine: | 90 |
Resource Req: | 30 |
Tech Req: | 5 |
Text goes here.
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 / Chemical Beam Laser
The Standard Chemical Laser (and the ICC equivalent Chemical Beam laser) is a human-only laser-chemical based beam that is a mount on most ships with a 5 second burst of pure energy, inflicting massive damage to ships at close range. The SCL also provides human ships with a higher powered, but slower, point defence system against larger missiles or against troop pods attempting to land.
The SCL 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 SCL is effective against most armour and shield types, however new Reflective armour technologies have reduced it's ability.
The UGTO version is unmoddable. On ICC, the CBL can replace the Pulse laser on available allied worlds for 45 resources and 5 technology.
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
A unique weapon among the various factions, the Flux Beam is a UGTO only weapon similar to the EMP cannon but much more devastating, and its distinguished by its bright golden beam. Using UGTO researched Flux technology, this weapon fires a beam of charged particles at a molecular level designed to disrupt cohesion. While doing very little physical damage, it does tremendous amounts of damage to exposed systems on the hull, producing an ear piercing scream as the electrical equipment of the ship is pulled apart at the sub-atomic scale. The only drawback is its very short range, proving only to valuable in close range fights, though its sound is known to be demoralizing to enemy crews.
The weapon is currently unmoddable, and is a medium class beam found only on UGTO ships.
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.
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
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats.
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.
Peregrine missiles
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships.
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.
Anti-radar missile
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.
Even though its payload is considered the lowest of all the missiles, this is merely in comparison - its still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it is also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.
Sparrow
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.1
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
It wasn't until after the Third Stellar Conflict that the UGTO began to invest in true torpedo technology, after suffering from the devastating effects of ICC's Fusion torpedo. Drawing on many of the same principles as the particle cannon, the Proton torpedo was developed as a pay to punch through ICC shield technology at close range. By containing a much larger array of sub-atomic particles in a shaped charge, they were able to concentrate a much larger payload than the Fusion torpedo.
Since more of the power comes from the drives itself than its ICC counterpart, it takes longer to charge and to fire, but its capable of crippling effects on ICC defense systems. Though to many UGTO captains dismay, not quite as effective against ICC shields as they hoped, it still proved to be just as strong against ICC's less developed armor.
The Proton torpedo is an ammo based weapon, having fewer charges than the ICC Fusion torpedo but more than the K'luth Anti-matter torpedo. It has average statistics across the board for damage, speed, and energy consumption, making it an excellent choice in close range assaults. It is not currently moddable.
Fusion Torpedo
Continuing with the ICC theme of range and speed, ICC engineers developed the Fusion torpedo as an effective means of engaging the heavily armored capital ships of the UGTO armada in the early days of the Third Stellar Conflict. Using a shaped charge containing a fusion warhead, ICC ships use the same magnetically powered rails to launch these torpedoes, giving them the farthest range and speed of all the torpedoes, while taking the least to fire. Unfortunately in order to do this, the payload is significantly downsized and thus has the lowest yield of all torpedoes.
Fusion torpedoes are ammo based, and larger ships have a slightly smaller amount due to their slightly larger yield. They cannot be switched out for other armaments.
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.
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
Developed by UGTO weapons scientists as the final answer to capital ships, the Quantum Singularity Torpedo behaves more like a semi-automatic cannon. Sub-atomic particles are suspended in a quantum state in a shaped charge, and using tremendous amounts of energy, can be fired over extreme distances. Upon contact, the charge ruptures, distorting the quantum state at the target site, ripping apart armor and hull alike, doing the damage equivalent of four standard particle cannons. Highly dangerous, many commanders were warned to take precautions when using these weapons, warnings that generally went unheeded.
Several safety measures were finally undertaken when ICC sabatours managed to board an Elite Assault Dreadnought and detonate the entire cache of QST's currently onboard. There was not much left of the ship left to identify, and it is still strongly cautioned not to detonate QSTs in the immediate vicinity of allied ships for fear of any chain reaction.
QST's are ammo based and are currently not moddable. They are UGTO only.
Ion Cannon
Faction: | ICC |
Type: | Core |
Range: | xGU |
Damage: | High |
Falloff: | {{{falloff}}} |
Energy use: | High |
Magazine: | Unlimited |
Resource Req: | x |
Tech Req: | x |
Stellar Incinerator
Test Particle Cannon
Please do not edit these, they're templates for the rest of the weapons, thanks. --LittlePetSlinki 19:12, 20 February 2012 (Central Standard Time)
Faction: | UGTO |
Type: | Cannon |
Range: | xGU |
Damage: | Medium |
Falloff: | {{{falloff}}} |
Energy use: | High |
Magazine: | Unlimited |
Resource Req: | 60 |
Tech Req: | 5 |
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.
Test Particle Cannon Left
Faction: | UGTO |
Range: | xGU |
Damage: | Medium |
Falloff: | {{{falloff}}} |
Energy use: | High |
Magazine: | Unlimited |
Resource Req: | 60 |
Tech Req: | 5 |
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.