Torpedo

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Torpedos were some of the earliest space-borne weapons avaliable, and continue to play a huge role in modern warfare. Basically Missiles without propulsion, relying on initial speed and inertia to take them to their targets. This makes torpedos strictly close-in weapons, although they do massive damage to compensate. All torpedos need a dedicated laucher to operate. Each Faction has it's own Torpedo technologys they use exclusively.

Torpedos can be remotely detonated in game by pressing Shift+Weapon group assignment.


Standard Torpedoes

Fusion Torpedo

The direct technological descendant of the torpedo used aboard the ill-fated Guardian, the ship that saved Earth from Ragnarock, this torpedo is the most well grounded and dependable of the warring factions. The torpedo itself is an active nuclear fusion reaction suspended in in a decaying magnetic field, controlled by a small command module. The reaction is started at launch by the injection of deuterium from an on-board cache. While the modern iteration gives much more stability and control than it's ancestor, it still has a limited range and the slightly archaic technology means the torpedo is the least damaging.

  • Faction: ICC
  • Maximum Range: 640 Gu
  • Speed: 80 Gu/s
  • Ammo: 60 - (Gadget Level *2)
  • Damage: ???
  • Blast Range: 10 Gu
  • Blast damage: ???
  • Recharge Time: 3.5 ~ 6.3 seconds
  • Energy Drain: 0.12/s

Sabot Rocket

Not strictly explosives, and nowhere as modern as the common torpedoes in use, Sabot rockets are the ICC's link to their war history centuries old. They result from the attempts to combine guided missiles and early Rail gun technology, which culminated into development of a multi-fire missile launcher with kinetic acceleration. Explosive material is not used in Sabot rockets due to safety concerns of launching them at extreme velocities. Current modifications include dense material in the rockets to boost the damage to Armor. Standardised sabot launchers load 6 rockets which are simultaneously fired, dealing high damage. Reload requires significant time as the rockets are simply too heavy.

  • Faction: ICC
  • Maximum Range: 780 Gu
  • Speed: 130 Gu/s
  • Ammo: 25 - Gadget Level
  • Damage: (1000 + (LEVEL * 40))
  • Blast Range: 0 Gu
  • Blast damage: 0
  • Recharge Time: 10 seconds
  • Energy Drain: ???/s

Proton Torpedo

The Proton Torpedo is the weapon of choice for UGTO commanders. Of the torpedos, the "P Torp" as it is often called, has medium range and average damage. Proton Torpedos are a standard nuclear device, detonated by a feeder explosion, bombarding the volatile core with protons. The resultant detonation is highly damaging with a large blast radius.

  • Faction: UGTO
  • Maximum Range: 560 Gu
  • Speed: 65 Gu/s
  • Ammo: 50 - (Level * 2)
  • Damage: ???
  • Blast Range: 30 Gu
  • Blast damage: ???
  • Recharge Time: 3.7 ~ 7 seconds
  • Energy Drain: 0.14/s

Anti-Matter Torpedo

The most damaging Torpedo, but with the shortest range, K'luth artisans have created a true terror with this weapon. A lauched magnetic containment canister, the Anti-matter is kept from interacting with real matter until it hits another object or it is remotely detonated. Once the torpedo hits a ship, the victim's vessel is torn apart by the massive Anitmatter-matter reaction, as well as bombarded by extra Anti-matter, inflicting more damage upon the hapless Spacecraft.

  • Faction: K'luth
  • Maximum Range: 480 Gu
  • Speed: 60 Gu/s
  • Ammo: 40 - (Level * 2)
  • Damage: ???
  • Blast Range: 10 Gu
  • Blast damage: ???
  • Recharge Time: 4 ~ 7.5 seconds
  • Energy Drain: 0.16/s

ELF Torpedo

  • Faction: K'luth
  • Maximum Range: 390 Gu
  • Speed: 60 Gu/s
  • Ammo: Infinite
  • Damage: ???
  • Blast Range: ???
  • Blast damage: ???
  • Recharge Time: 9 Seconds
  • Energy Drain: ???/s

Core Torpedoes

Quantum Singularity Torpedo

225px
Faction: UGTO
Type: Core
Range: 1050 GU
Damage: Kinetic, Energy
Falloff: {{{falloff}}}
Energy use: High
Magazine: 80
Resource Req: x
Tech Req: x

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.

Alternative weapons at par with the weapon are yet to be developed and tested, so QST cannot be replaced with another weapon.

Variance Torpedo

225px
Faction: UGTO
Type: Core
Range: 1050 GU
Damage: Kinetic, Energy
Falloff: {{{falloff}}}
Energy use: High
Magazine: 80
Resource Req: x
Tech Req: x

Needs lore.

Neutronium Torpedo

225px
Faction: UGTO
Type: Core
Range: 1050 GU
Damage: Kinetic, Energy
Falloff: {{{falloff}}}
Energy use: High
Magazine: 80
Resource Req: x
Tech Req: x

Needs lore.