Weapons

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Weapons are what ships use to attack other ships, and come in many forms. The most common weapons in DS are:

Expand this page at a later date.


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)

Pcannon.png
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

Pcannon.png
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.