n00bspace
Weapons Systems
Weapons systems are all the systems on a ship that can cause damage to planetary objects or other vessels. They are split into the following catagories: beam (lasers), projectile, bombs/mines, and special. 

Beam Weapons Systems
Weapon Name Description
CL Chemical Lasers

The family of CL Chemical lasers is the standard beam weapon of choice and most UGTO and ICC ships. These lasers are short range weapons, and cause more damage the shorter they have to fire.  There are 4 classes of the CL Chemical Lasers:

CL-300, CL-500, CL-550, CL-1000, CL-2000.

Starting with the CL-300, the lower the number, the weaker the firepower. Of course, the CL-2000 laser mounts are too large to fit on smaller class hulls, and thus are found on dreadnaught and station class ships.

Flux Cannon The Flux Cannon is an advanced design beam weapon. Like all beam weapons it is quite destructive at close range, but lacks punch at a distance. The Flux cannon operates by creating a beam that ruptures molecular cohesion. The main advantage of the Flux cannon over a laser weapon is its faster firing rate.
Ion Pulse Beam The Ion-Pulse Beam is another of the UGTO's experimental beam weapons. It operates by flooding the target with positive and negative electrons in successive waves.
Plasma Cannon The Plasma cannon is a beam weapon which streams high-energy plasma at super accelerated velocities towards the target.
Disruptor Beam The Disruptor Beam is unusual for a beam weapon as it is just as effective at long range as it is up close. It works by stopping the sub-atomic activity of all matter that it encounters. It has a maximum range of 220gu. Consuming 400su of energy it uses about as much energy as one would expect from a beam weapon. A ship taking a full-sustained burst from a Disruptor can suffer up to 720 points of damage. The Disruptor Beam is encased in a reinforced housing that can sustain up to 500 points of damage before becoming inoperable.

Projectile Weapons Systems
Weapon Name Description
Railgun The Rail gun is an accelerated projectile weapon. The gun advances on its mounting while releasing it's projectiles thus increasing both the range and acceleration of the projectiles. The projectiles are hardened alloy shells and do not contain any explosives. It requires only 20su of energy to fire and has a range of 100gu. Unfortunately it is only capable of discharging small projectiles doing merely 200 points of damage. It does have a rapid reload rate that compensates somewhat for what it lacks in clout. A Rail gun is capable of sustaining up to 720 points of damage before becoming inoperable.
Particle Cannon The Particle cannon fires vast quantities of super accelerated sub-atomic particles as a cohesive whole.
Gauss Gun The Gauss Gun is a projectile device with extreme range. The weapon uses carefully timed triple acceleration chambers, each pumping up the velocity of the projectile by another factor over the chamber before.
Macrowave Pulse Cannon The MP cannon sends out a projectile of charged molten radioactive material. The ICC uses this weapon mainly because of its low cost to produce and maintain.
Psi-Wave Cannon This K'Luth weapon is a source of mystery. It is a medium range weapon and consumes 300su of energy per shot. Its housing is somewhat weak being able to withstand only 100 points of direct damage before becoming inoperable. The effect of being hit by a Psi-Cannon is where the mystery lies, some believe that it makes the crew of the ship that is hit by the cannon behave in an irrational manner. Hopefully as more is known regarding the K'Luth the exact nature of this weapon will be revealed.
Ion Tracking Missile The Ion Tracker is a smart missile that homes in on the ion energy wake trail of space faring vessels generated by their fusion engines. It uses only 50su of energy to fire and when it connects does a whopping 4000 points of damage. The missile is designed with an armor-piercing tip that upon impact sets off a delayed trigger, this allows the missile to penetrate the ships hull before it detonates its payload. As with most missile weapons range is not as much of a factor as maintaining a lock on the targeted craft. The Ion Tracker housing and firing mechanism can withstand up to 400 points of direct damage before becoming inoperable.
Proton Cruise Missile This missile is available for both UGTO and ICC Fleets. It is capable of locking onto a target across an entire solar system and is smart as well. It can be used against planets in order to depopulate them, and also makes a supreme ship-to-ship weapon capable of dealing out 4000 points of damage when detonated. The payload of the Proton Cruise Missile is similar to that of the Ion-Tracker missile. Energy consumption is not as expensive as one might think being only 50gu. The Proton Cruise Missiles housing unit is capable of taking up to 400 points of direct damage before becoming inoperable. The only drawback when considering this weapon is that it takes a long time to reload and reconfigure the targeting computer between shots.
SABOT Rocket The SABOT rocket is a small unguided missile, it is a fairly quick projectile, however its damage is mediocre at only 130 points per shot. Its main allure is the fact that it requires no energy to fire as the rocket itself supplies the propulsion. The Sabots encasement is reinforced and can sustain 460 points of direct damage before becoming inoperable.
Anti-Sensor Missile The Anti-Sensor missile is a smart missile that homes in on the sensor/radar equipment of the targeted vessel. It requires no energy to fire, but when compared to other missiles does far less damage than what would be expected, only 1100 points. What it lacks in punch it makes up for in doggedness, it will stay on the trail of its target for quite a long time before losing its lock. This is because the advanced guidance systems of the missile require more of the space that would normally be used for payload. The housing and firing mechanism is somewhat frail and can only withstand 150 points of damage before becoming inoperable.
Proton Torpedo This weapon is a very useful mid-range device. Delivering the same type of payload as the Proton Cruise Missile (even if it is not as large) it is a respectable weapon
Fusion Torpedo The Fusion Torpedo is the mainstay of the ICC fleet. It is an old-fashioned "small" nuke device. It makes up for its high-energy consumption with its rapid firing rate and high damage.
Anti-Matter Torpedo The Anti-Matter Torpedo is the most dreaded of the K'Luth arsenal. Energy cost is slightly high. It has a long range and will track its target.

Bombs/Mines

Weapons Name Description
Electromagnetic
Pulse Mines
The EMP mine is a low energy-consuming device (only 20su) that is primarily used to guard sensitive areas. It works by releasing a huge electrical charge when encountered. If a vessel runs into an EMP mine they suffer 300 points of damage. The EMP mine is stationary when deployed, however plans are in the works to make seeker EMP mines that would chase down any craft coming too close. The EMP mine can withstand 220 points of damage before becoming inoperable.
Thermonuclear Mines The "nuke" mine is used by the ICC to discourage incursions into sensitive areas. Energy cost per deployment is only 20su. It is a stationary device, staying where placed and relying on its obscurity to lead enemy ships into hitting it. The mine deployment device is small and can only sustain 60 points of direct damage before becoming inoperable. The appealing factor of this weapon is the vast amount of damage it deals when it scores a hit, 1200 points.
MiRV Fusion Bomb The Mirv Fusion Bomb is a planetary anti-personnel device. Energy consumption is low at only 10su. It has an incredible range, and if it somehow manages to score a hit against a vessel causes 2600 points of damage. Its primary use is to remove armies from hostile planets prior to dropping friendly troops. When deployed it creates a wave of intense atomically engineered lethal radiation with a half-life measured in minutes, this allows follow up troops to be deployed with no risk of contamination. The Mirv Bomb can withstand up to 900 points of damage before becoming inoperable.
Bio-Cluser Bomb This is the K'Luth most dreaded anti-personnel device. It is a fast acting biological weapon capable of quick and mass depopulation of planetary targets. Upon entering the atmosphere of the targeted planet it breaks into many smaller bomblet pods that swarm outward to spread their destruction. It uses little energy to deploy, only 10su. The bomb bay can sustain 350 points of damage before becoming inoperable.

Special Weapons Systems
Weapons Name Desciption
Beacons Beacons are only found on scout class ships. They are used to "tag" an enemy planet or ship.  With this tag, friendly ships can detect a "tagged" enemy object on their navigation screens, even if they are at a great distance away from that object. Scouts are the only class of ship outfitted with these beacons because they are small and quick, and easily break into enemy space.
Electromagnetic Pulse The Electromagnetic Pulse device is controlled by the UGTO.  This device emits a strong EMP outward from the ship. It damage radius is 200 gu, and will take down a ships hull and systems. However, the recharge rate on this device is very slow, and can be used only once every so often.
Pulse Shield Developed by the ICC, this device is mainly used for defensive purposes. It emits a pulse from the center of the ship that destroys any projectile object within a 100 gu radius of the ship. This can be very helpful when an ICC ship is being rained on by a UGTO Missile Cruiser.
Home
n00b Guide
Build Guide
History
Factions
Ranks
Prestige
Badges
Ships
ugto ships
icc ships
primary sys
weapons sys
Contact
Darkspace
About
Palestar
Articles
Links
Downloads
Darkspace
GameCQ
Screenshots
Music
Wallpaper

-

-

-

-

-

-

-

-

-

-

-

-

-

 

-

 

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

 

-

 

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-