[b][u]Weapons[/u][/b]
[b]Solid[/b]
Railgun
A short range, high damage weapon. Must have 1 turn of charging before it can be fired. Can be equipped on medium to large sized ships.
Damage: 4
Accuracy: 5
Autocannon
A mid-short range, medium damage weapon. Semi-Auto. Can be equipped on small-large sized ships.
Damage: 3
Accuracy: 8
Super Magnetic Shrapnel Cannon
A mid range, anti-fighter weapon.
Must be charged for 2 turns. Can be equipped on large ships.
Damage: Immediately destroys fighters
Accuracy: 10
Anti-Missile System (AMS)
A short range, anti-missile weapon. Activates when missiles are about to hit your ship. Can be equipped on small-large ships.
Damage: Immediately destroys incoming missiles and bombs.
Coilgun
A mid-short range, high damage weapon. It does no damage to shields. Must be charged for one turn. Can be equipped on small-large ships.
Damage: 4
Accuracy: 6
[b]Energy[/b]
Plasma Launcher
A mid-short range, medium damage weapon. Semi-Auto. Can be equipped on small-large ships.
Damage: 3
Accuracy: 7
Laser
Long-short range, low damage weapon. Fires for two turns. Can be equipped on small-large ships.
Damage: 2
Accuracy: 8
Pulse Laser
Short range, medium damage weapon. Same as the laser.
Damage: 3
Accuracy: 8
Tesla Rifle
A mid range, low damage weapon. Fires for two turns. Has an EMP effect which temporarily shuts down enemy ships. Must be charged for 2 turns. Can be equipped on medium ships.
Damage: 1
Accuracy: 10
[b]Special[/b]
Mining Drone
An extremely short range, low damage weapon. Can mine asteroids. Can be equipped on mining ships.
Damage: 1
Mining: 1 resource per turn
Tracking: 10 turns
Repair Drone
Can repair targeted spacecraft. Can be equipped on fighters and cruisers.
Repair: +1
Tracking: 5
Assault Drone
A short range, medium damage weapon.
Can be equipped on small-large ships.
Damage: 2
Tracking: 3 turns
Bomb
Traditional high-damage weapon. Can be equipped on bombers.
Damage: 1 to shields, 5 to armor
Plasma Bomb
Same as bomb, designed to take out shields. Can be equipped on bombers.
Damage: 5 to shields, 0 to armor.
EMP
Designed to temporarily shut down enemy ships. Can be equipped on dreadnoughts.
Missile Launcher
Mid range, medium damage weapon.
Limited ammo. Can be equipped on small-large ships.
Damage: 3
Accuracy: 5
Velocity: Good
Mines
Can be deployed to create a defensive barrier. Can be equipped by medium to large ships.
Damage: 5
Accuracy: Only hit when they detect heat nearby.
Nuclear Missiles
Extremely powerful weapon. Can only be equipped by large ships.
Damage: 7 also radiates the ship causing the personnel and ship to take 2 damage per turn
Accuracy: 3
Velocity: Slow
Solid damage is halved vs shields. Energy damage is halved vs armor.
English
#technology
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Get some energy weapons. I have a list that people that RP on one of my role-plays seem to like- Listed from worst to best, these are some energy types Laser (solid red laser, travels at the speed of light, can be modded into a laserlight rifle) Plasma (small green goo, superheated gas, ok but not excellent, think of Plasma rifles from Fallout) Greenwire (small green pill-shaped beam, flies at about the speed of a blaster bolt from star wars. Regular guns can be modded into Greenwire, not to mention Greenwire uses generators) Laserlight (red and yellowish beam, can melt things but doesn't tend to break through them) Hard Light (basically holographic nearly-indestructible bullets) Arcline-a consuming type, it fires beams of light so powerful they can fly through nearly anything before fading. However, because of the ammunition size, arcline is only utilizable into pistols (one shot max) and sniper rifles (3-5 shots)