Difference between revisions of "Weapons"

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m (Sorry about lots of edits, but whenever I think I'm done something else pops up! :p Anyway, the EMP mine isn't a core weapon <_<)
 
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This is some introductory text to the weapons category that should be replaced as this page nears completion.
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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:
  
==Cannons==
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*[[Cannons]]
Cannon-type weapons fire projectiles that travel in straight lines. Usually relatively long-ranged, they tend to be inaccurate at a distance but compensate by firing large numbers of shots in a volley.
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*[[Mines]]
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*[[Torpedos]]
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*[[Missiles]]
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*[[Fighters]]
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*[[Beams]]
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*[[Bombs]]
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Expand this page at a later date.
 
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===Particle Cannon===
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===Test Particle Cannon===  
{{:Particle Cannon}}
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<div style="clear:both">
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Please do not edit these, they're templates for the rest of the weapons, thanks. --[[User:LittlePetSlinki|LittlePetSlinki]] 19:12, 20 February 2012 (Central Standard Time)
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===Heavy Particle Cannon===
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{{WeaponRight|weaponImage=pcannon|faction=[[UGTO]]|type=Cannon|range=xGU|damage=Medium|energy=High|Magazine=Unlimited|resource=60|tech=5}}
{{:Heavy 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.
  
A heavy version of the Particle Cannon.
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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.
<div style="clear:both">
 
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===EMP Cannon===
 
{{:EMP Cannon}}
 
  
<div style="clear:both">
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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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===Heavy EMP Cannon===
 
{{:Heavy EMP Cannon}}
 
  
A heavy version of the EMP Cannon.
 
  
 
<div style="clear:both">
 
<div style="clear:both">
 
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===Railgun===
 
{{:Railgun}}
 
  
The Railgun is effective at long ranges as well as short ones.
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===Test Particle Cannon Left===
  
<div style="clear:both">
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{{WeaponLeft|weaponName=Particle Cannon|weaponImage=pcannon|faction=[[UGTO]]|type=Cannon|range=xGU|damage=Medium|energy=High|Magazine=Unlimited|resource=60|tech=5}}
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===Gauss Gun===
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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.
{{:Gauss Gun}}
 
  
The Gauss Gun is faster than the Railgun(at least it will be in 1.672) but uses more energy.  
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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.
  
<div style="clear:both">
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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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==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.
 
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===Standard Chemical Laser===
 
{{:Standard Chemical Laser}}
 
<div style="clear:both">
 
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===Heavy Chemical Laser===
 
{{:Heavy Chemical Laser}}
 
<div style="clear:both">
 
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===Flux Beam===
 
{{:Flux Beam}}
 
<div style="clear:both">
 
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===Chemical Beam Laser===
 
{{:Chemical Beam Laser}}
 
<div style="clear:both">
 
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===Pulse Beam===
 
{{:Pulse Beam}}
 
<div style="clear:both">
 
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==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.
 
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===Proton Torpedo===
 
{{:Proton Torpedo}}
 
<div style="clear:both">
 
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===Fusion Torpedo===
 
{{:Fusion Torpedo}}
 
<div style="clear:both">
 
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==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===
 
{{:Quantum Singularity Torpedo}}
 
<div style="clear:both">
 
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===Ion Cannon===
 
{{:Ion Cannon}}
 
<div style="clear:both">
 
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===Stellar Incinerator===
 
{{:Stellar Incinerator}}
 
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Latest revision as of 03:32, 25 April 2012

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.