Difference between revisions of "Weapons"

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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]]
===Particle Cannon===
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*[[Missiles]]
{{:Particle Cannon}}
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*[[Fighters]]
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*[[Beams]]
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*[[Bombs]]
===Heavy Particle Cannon===
 
{{:Heavy Particle Cannon}}
 
 
 
A heavy version of the Particle Cannon.
 
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===EMP Cannon===
 
{{:EMP Cannon}}
 
 
 
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===Heavy EMP Cannon===
 
{{:Heavy EMP Cannon}}
 
 
 
A heavy version of the EMP Cannon.
 
 
 
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===Railgun===
 
{{:Railgun}}
 
 
 
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, it provides a low to medium charge yield with no discharge over distance and time
 
 
 
The standard Railgun costs a Captain 30 resources and can only be bought from suppliers with a technology rating of 5 or higher.
 
 
 
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===Heavy Railgun===
 
{{:Heavy Railgun}}
 
 
 
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.
 
 
 
The Heavy Railgun costs a Captain 60 resources and can only be bought from suppliers with a technology rating of 10 or higher.
 
  
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Expand this page at a later date.
 
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===Gauss Gun===
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===Test Particle Cannon===  
{{: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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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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==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}}
 
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===Heavy Chemical Laser===
 
{{:Heavy Chemical Laser}}
 
  
The Heavy Chemical Laser provides ICC 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, 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.
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{{WeaponRight|weaponImage=pcannon|faction=[[UGTO]]|type=Cannon|range=xGU|damage=Medium|energy=High|Magazine=Unlimited|resource=60|tech=5}}
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===Flux Beam===
 
{{:Flux Beam}}
 
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===Chemical Beam Laser===
 
{{:Chemical Beam Laser}}
 
 
 
The Chemical Beam laser provides ICC ships with a 5 second burst of pure energy, inflicting massive damage to ships at close range. The CBL also provides ICC ships with a higher powered, but slower, point defence system against larger missiles or troop drop pods or a direct attack weapon on higher class ships. Captains are warned the CBL is effective against most armour and shield types, however new Reflective armour technologies have reduced it's ability.
 
 
 
 
 
 
 
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===Pulse Beam===
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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.
{{:Pulse Beam}}
 
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===Disruptors===
 
{{:Disruptors}}
 
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===Assault Disruptors===
 
{{:Assault Disruptors}}
 
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===ELF Beams===
 
{{:ELF Beams}}
 
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===Death Beam===
 
{{:Death Beam}}
 
<div style="clear:both">
 
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==Missiles==
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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.
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.
 
  
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The Particle Cannon can replace the EMP Cannon on available allied worlds, for 60 resources and 5 technology.
  
===Sabot rocket===
 
{{:Sabot rocket}}
 
<div style="clear:both">
 
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===Ion Tracking missile ===
 
{{:Ion Tracking missile }}
 
<div style="clear:both">
 
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===Anti-radar missile ===
 
{{:Anti-radar missle }}
 
<div style="clear:both">
 
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===Sparrow ===
 
{{:Sparrow}}
 
<div style="clear:both">
 
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===Linear Drive missiles===
 
{{:Linear Drive missiles}}
 
<div style="clear:both">
 
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===Proton Cruise missiles===
 
{{:Proton Cruise missiles}}
 
<div style="clear:both">
 
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===Harpex missiles===
 
{{:Harpex missiles}}
 
<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">
 
<div style="clear:both">
 
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===Fusion Torpedo===
 
{{:Fusion Torpedo}}
 
  
The Fusion Torpedo provides a shaped fusion charge formed around a sleek armoured shell, capable of fast speeds to ensure swift and massage damage. The Fusion Torpedo mounts come with a standard capacity of 50 Torpedo's, able to launch and reload within 5 seconds providing ICC with an effective, low power Torpedo option.
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===Test Particle Cannon Left===
  
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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}}
  
<div style="clear:both">
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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.
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===Antimatter Torpedo===
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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.
{{:Antimatter Torpedo}}
 
<div style="clear:both">
 
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===Energy Torpedo===
 
{{:Energy Torpedo}}
 
<div style="clear:both">
 
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==Core Weapons==
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The Particle Cannon can replace the EMP Cannon on available allied worlds, for 60 resources and 5 technology.
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}}
 
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===Ion Cannon===
 
{{:Ion Cannon}}
 
<div style="clear:both">
 
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===Stellar Incinerator===
 
{{:Stellar Incinerator}}
 
<div style="clear:both">
 
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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.