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Starship Weapons

Laser Turrets
Laser turrets are small turrets mounted on the hull that focus energy into an amplified beam of light in order to cause damage to a target.

Pros:
Can fire without confirming a target.
Usually abundant on most ships.

Cons:
Begin to lose effectiveness the more they are damaged.
Require a fair amount of starship charge to fire.
Can be reflected back at you if the target has laser reflectors.


Bardenium Cannons
Bardenium Cannons are small launchers along the starship's hull that, when activated, fire a chunk of charged bardenium at a target. The damage done by bardenium cannons is dependant on the type of bardenium being fired as well as the physical mechanism required to launch the bardenium.

Pros:
50% chance of doing hull damage.
Require less power to fire.
Aren't reduced in capacity by damage.

Cons:
Require reloading with ammunition.

Pro/Con:
Require confirming a target before they fire.

Computer Disruption Pulse
The CDP fires a carefully modulated energy pulse at an enemy starship which will temporarily disrupt certain computers aboard the target starship. The primarily affected function is autopilot. While all ship classes are different, the majority of the time the CDP will cause sluggish response in starship autopilot and can even disable it entirely. The effects are only temporary and the initial pulse does require quite a bit of power, but it's nonetheless an effective weapon against ISC designed ships. The CDP is effective at ranges up to four units and requires six minutes to recharge, drawing power from the ship's main battery. Note that the weapon is not always effective. Under certain circumstances, it will fail to have an effect. This is always the case when using it against biological technology.

Range: 4 units
Recharge Time: 6 minutes
Effect: Slow down autopilot functions.
Usage: DISRUPT. You will be presented with a menu of targets in range.

Disarmament Pulse
The DP is a pulse weapon that will fire a burst of energy at an enemy starship that specifically targets (conventional) weapons.

Range: 1 unit
Recharge Time: 60 seconds
Effect: Causes small amounts of damage to one or more weapon systems on the target starship.
Usage: DISARM. You will be presented with a menu of targets in range.

Sensor Interruption Pulse
The sensor interruption pulse fires a directed burst of energy that's specifically modulated to cause damage to only a starship's sensor array.

Range: 1 unit
Recharge Time: 1 minute
Effect: Causes a small amount of damage to the target starship's sensor array.
Usage: INTERRUPT. You will be presented with a menu of targets in range.

Immobilization Pulse
The IP is a pulse weapon that, similar to the DP, will target only a ship's wormhole drive with the intent of immobilizing a target without the use of interdictors.

Range: 1 unit
Recharge Time: 1 minute
Effect: Causes a small amount of damage to the target's wormhole drive.
Usage: IMMOBILIZE. You will be presented with a menu of targets in range.

Autolocking Long-range Laser
Usage: LRL

Standard Long-range Laser
Usage: Same as regular lasers.


For more information on how to utilize these weapons, please refer to HELP COMBAT.

Related Topics: Combat | Manual Navigation

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