Difference between revisions of "Weapons"

From DarkSpace WIKI
Jump to: navigation, search
(Merging the separate pages.)
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
Weapons are what ships use to attack other ships, and come in many forms. The most common weapons in DS are:
 
Weapons are what ships use to attack other ships, and come in many forms. The most common weapons in DS are:
  
[[Cannons]]
+
*[[Cannons]]
[[Mines]]
+
*[[Mines]]
[[Torpedos]]
+
*[[Torpedos]]
[[Missiles]]
+
*[[Missiles]]
[[Fighters]]
+
*[[Fighters]]
[[Beams]]
+
*[[Beams]]
 +
*[[Bombs]]
  
 
Expand this page at a later date.
 
Expand this page at a later date.
Line 34: Line 35:
 
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.
 
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.
+
The Particle Cannon can replace the EMP Cannon on available allied worlds, for 60 resources and 5 technology.
 
 
 
 
<div style="clear:both">
 
===Mines===
 
 
 
==UGTO==
 
 
 
===EMP Mine===
 
 
 
{{WeaponRight|weaponImage=empmine|faction=[[UGTO]]|type=Mine|Blast Radius=50 GU|damage=???|energy=Low|Magazine=12|resource=60|tech=15}}
 
 
 
Recent advancements in EMP weaponry design have allowed UGTO scientist to create an EMP Mine, a novel use of UGTO's pet weapon. Simply a drifting EMP generator with a proximity fuse, this simple weapon was the deciding factor at many early battles in the Fourth Stellar Conflict.
 
 
 
Most effective against the highly tech-based ICC, these mines do damage to Shields and Ship Systems, disabling them while leaving the hull and armor of a ship mostly intact. Due the weapons nature, it's direct damage is the lowest of the warring faction's mines, but has the highest blast radius. This characteristic of EMP weapons makes them useful for capturing enemy vessels, or shutting them down so the UGTO can divide and conquer among the defender's fleet. While devestaingly effective against ICC forces, K'luth ships have so far shown to be less vulnerable, probably due to thier use of organic vessels and decreased reliance on traditional electronic technologies.
 
 
 
Once activated, the EMP Mine launcher primes and releases 8 EMP Mines behind the minelaying vessel, one mine is launched every .7 seconds and every mine has an arming period of around 1.5 seconds to avoid accidental detonation to close to the parent vessel.
 
 
 
 
 
<div style="clear:both">
 
 
 
----
 
 
 
==ICC==
 
 
 
===Thermonuclear Mine===
 
 
 
{{WeaponRight|weaponName=Thermonuclear Mine|weaponImage=Tnmine|faction=[[ICC]]|type=Mine|Blast radius=50 GU|damage=???|energy=Low|Magazine=10|resource=55|tech=5}}
 
 
 
The most technologically simple Mine in use by a major faction, these mines are drifting, self-contained nuclear devices which detonate at the approach of enemy ships. The simplicity is mostly by design, as ICC scientists and weapon designers wanted to avoid their traditional reliance on high-tech as to weaken UGTO's dominance over them in EMP design. The Thermonuclear Mine actually has no electronic components and is entirely mechanical, making the TN Mine the bane of UGTO captains hoping to easily detect and sweep away ICC minefields. However, the radiation signatures left behind by the nuclear device itself can be detected by a comprehrensive sensor device, which has lead to increased use of such devices among UGTO fleets.
 
 
 
In terms of damage, the Thermonuclear mine is the middleground between the other warring faction's mines, dealing average damage at an average radius. The detonation also creates a small EMP blast as all nuclear weapons do.
 
 
 
When activated, the Thermonuclear Mine launcher lets loose 6 TN mines at a .7 second interval, each with an arming period of 1.5 seconds to avoid accidental detonation near the parent ship.
 
 
 
 
 
<div style="clear:both">
 
 
 
----
 
 
 
==K'luth==
 
 
 
===Anti-Matter Mine===
 
 
 
{{WeaponRight|weaponImage=ammine|faction=[[K'luth]]|type=Mine|Blast Radius=50 GU|damage=???|energy=Low|Magazine=12|resource=65|tech=25}}
 
 
 
Once again proving thier dominance over the humans in anti-matter containment and control, the K'luth artisan caste has created a functional Anti-Matter Mine and in combat scenarios it has constantly proven to be the most powerful of the Mines used by the warring factions, but at the cost of explosive radius. The Mine itself is a magnetic core containing the anti-matter, surrounded by an explosive shell. When an enemy ship is detected or makes contact, the anti-matter is released to interact with the regular matter of the shell, annihilating itself in a massively powerful but fairly contained radius of destruction. Any excess anti-matter is also released to interact with the offending ships hull and armor itself, dealing even more damage.
 
 
 
Once an Anti-Matter Mine launcher is activated, 5 mines are set adrift at a .7 second interval, each with an arming period of 1.5 seconds to prevent accidental detonation near the parent ship.
 

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.