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Difference between revisions of "Ordnance Weapons"

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Ordnance-based [[Ship_Weapons|ship weapons]] require [[Ship_Ordnance|ordnance]] to be able to function.
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'''Ordnance-based Ship Weapons''' require onboard [[Ship Ordnance]] to be able to function.
 
 
* Ordnance weapons aren't blocked by shields ([[Energy_Weapons|energy-based weapons]] are blocked by shields but typically do more damage than ordnance weapons when shields are down/not installed)
 
* If a ship's ordnance supply runs out they can't function again until it's replenished (unlike [[Energy_Weapons|energy-based weapons]] which never need to be replenished)
 
* [[#Rockets_.28missiles_and_torpedoes.29|Missiles and torpedoes]] can damage multiple targets from a single strike due to the splash radius
 
* Ordnance is generated by transferring [[Natural_Resources#Limbalt|limbalt]] into a ship's [[Ship_Ordnance|ordnance module]] where it is then stored ready for use
 
* It's not possible to design a ship with ordnance weapons without including an [[Ship_Ordnance|ordnance module]] (which takes up additional space)
 
* Are generally cheaper than [[Energy_Weapons|energy-based weapons]] (which also require [[Natural_Resources#Ziryl|Ziryl]] in their construction)
 
  
 +
* Players start the game with access to a single Ordnance Weapon, the SKD-1 quad-gun. All other weapons must first be unlocked through [[Technologies#Weapons_.26_Warfare_Equipment_Technologies|the relevant researches]].
 +
* Weapons may only be fitted to the correct-sized hard point on a ship, e.g. Medium Weapons are only compatible with Medium Weapon slots.
 +
* Ordnance Weapons aren't blocked by [[shields]], whereas [[Energy Weapons]] are. However, Energy Weapons typically do more damage than ordnance weapons when shields are down/not installed.
 +
* Ordnance Weapons consume ammunition (weaponised [[limbalt]]) from their onboard Ordnance Modules when firing. If a ship's ordnance supply runs out, its ordnance weapons will not be able to fire again until it is reloaded.
 +
* Ordnance Weapons are generally cheaper to construct than Energy Weapons, and also do not require [[ziryl]] in their construction.
  
 
__TOC__
 
__TOC__
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== Cannons (fixed mount) ==
 
== Cannons (fixed mount) ==
  
* Require a clear line of fire to a target (unable to fire at a target if another ship in the fleet is in - or moves into - the way)
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* Fixed cannons require a clear line of sight to their target, and are unable to fire if another ship is in the way.
* Cannot move independently of the ship (unable to fire at a target not directly within its line of fire)
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* Fixed cannons also cannot move independently of the ship, and are unable to fire at a target not directly within its line of fire.
 +
<!-- Spacing -->
 
<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CH%2CI%2CJ%2CK%2CL%2CM%2CN%2CO%2CP%2CQ%20WHERE%20G%20%3D%20%22Ordnance%22%20AND%20A%20%3D%201%20AND%20T%20%3D%201%20ORDER%20BY%20S%20ASC&key=1nBx1SyrCkkXRr1QkCitDO3BJkSHA1Tw0FrPJEnM38N0&gid=192679465</datatable>
 
<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CH%2CI%2CJ%2CK%2CL%2CM%2CN%2CO%2CP%2CQ%20WHERE%20G%20%3D%20%22Ordnance%22%20AND%20A%20%3D%201%20AND%20T%20%3D%201%20ORDER%20BY%20S%20ASC&key=1nBx1SyrCkkXRr1QkCitDO3BJkSHA1Tw0FrPJEnM38N0&gid=192679465</datatable>
<i>See below for [[#Definitions|table column definitions]]</i>
+
''See below for [[#Definitions|table column definitions]].''
 +
 
 +
<nowiki>*</nowiki> The Small Hellfire cannon is not yet in the game.
  
 
== Turrets ==
 
== Turrets ==
  
* Require a clear line of fire to a target (unable to fire at a target if another ship in the fleet is in - or moves into - the way)
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* Turrets require a clear line of sight to their target, and are unable to fire if another ship is in the way.
* Can move independently of the ship to track and fire at a moving target (indicated by the <b>AS</b> angular speed property)
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* Turrets can move independently of the ship to track and fire at a moving target (indicated by the '''AS''' angular speed property).
 +
* Turrets will '''not''' track independently of any other fixed weapons that the hull may have, and will not fire until all other weapons are able to do so.
 +
<!-- Spacing -->
 
<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CH%2CI%2CJ%2CK%2CL%2CM%2CN%2CO%2CP%2CQ%20WHERE%20G%20%3D%20%22Ordnance%22%20AND%20A%20%3D%201%20AND%20T%20%3D%202%20ORDER%20BY%20S%20ASC&key=1nBx1SyrCkkXRr1QkCitDO3BJkSHA1Tw0FrPJEnM38N0&gid=192679465</datatable>
 
<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CH%2CI%2CJ%2CK%2CL%2CM%2CN%2CO%2CP%2CQ%20WHERE%20G%20%3D%20%22Ordnance%22%20AND%20A%20%3D%201%20AND%20T%20%3D%202%20ORDER%20BY%20S%20ASC&key=1nBx1SyrCkkXRr1QkCitDO3BJkSHA1Tw0FrPJEnM38N0&gid=192679465</datatable>
<i>See below for [[#Definitions|table column definitions]]</i>
+
''See below for [[#Definitions|table column definitions]].''
  
 
== Rockets (missiles and torpedoes) ==
 
== Rockets (missiles and torpedoes) ==
  
* Do not require a clear line of fire to a target (can strike any target in a fleet even if other ships are in the way)
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* These weapons do not require a clear line of sight to their target, and so can strike any target in a fleet, even if other ships are in the way.
* Other ships within the splash radius of the target may also take damage (ships positioned close to each other in a fleet are vulnerable)
+
* Other ships within the splash radius of these weapons' shots will also take damage (ships positioned close to each other in a fleet are vulnerable).
 +
<!-- Spacing -->
 
<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CH%2CI%2CJ%2CK%2CL%2CM%2CN%2CO%2CP%2CQ%20WHERE%20G%20%3D%20%22Ordnance%22%20AND%20A%20%3D%201%20AND%20T%20%3D%203%20ORDER%20BY%20S%20ASC&key=1nBx1SyrCkkXRr1QkCitDO3BJkSHA1Tw0FrPJEnM38N0&gid=192679465</datatable>
 
<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CH%2CI%2CJ%2CK%2CL%2CM%2CN%2CO%2CP%2CQ%20WHERE%20G%20%3D%20%22Ordnance%22%20AND%20A%20%3D%201%20AND%20T%20%3D%203%20ORDER%20BY%20S%20ASC&key=1nBx1SyrCkkXRr1QkCitDO3BJkSHA1Tw0FrPJEnM38N0&gid=192679465</datatable>
 +
''See below for [[#Definitions|table column definitions]].''
  
 
== Unique ordnance weapons ==
 
== Unique ordnance weapons ==
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The following weapons are only accessible for specific civilizations:
 
The following weapons are only accessible for specific civilizations:
  
<b>The People's Realm</b>
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'''[[The People's Realm]]'''
 +
<!-- Spacing -->
 
<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CH%2CI%2CJ%2CK%2CL%2CM%2CN%2CO%2CP%2CQ%20WHERE%20A%20%3D%204%20ORDER%20BY%20S%20ASC&key=1nBx1SyrCkkXRr1QkCitDO3BJkSHA1Tw0FrPJEnM38N0&gid=192679465</datatable>
 
<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CH%2CI%2CJ%2CK%2CL%2CM%2CN%2CO%2CP%2CQ%20WHERE%20A%20%3D%204%20ORDER%20BY%20S%20ASC&key=1nBx1SyrCkkXRr1QkCitDO3BJkSHA1Tw0FrPJEnM38N0&gid=192679465</datatable>
<i>See below for [[#Definitions|table column definitions]]</i>
+
''See below for [[#Definitions|table column definitions]].''
 
 
== Orbital bombers ==
 
  
[[Orbital_Bombers|Orbital bombers]] are ordnance-based ship weapons that are used to launch orbital strikes against a planet's surface to destroy buildings and colony population.
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== Orbital Weapons ==
  
<b>Main page:</b> [[Orbital_Bombers|Orbital Bombers]]
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Orbital Weapons are ordnance-based ship weapons that are used to launch [[Orbital Strikes]] against a planet's surface to destroy buildings and colony population. They are detailed on the [[Orbital Weapons]] page.
  
 
== Minelayers ==
 
== Minelayers ==
  
[[Mine_Warfare#Minelayers|Minelayers]] are ordnance-based ship weapons that are used to deploy minefields to cause damage to non-friendly fleets.
+
Minelayers are ordnance-based ship weapons that are used to [[Mine Warfare|deploy minefields]] to cause damage to non-friendly fleets. They are detailed on the [[Minelayers]] page.
 
 
<b>Main page:</b> [[Mine_Warfare#Minelayers|Minelayers]]
 
  
== Definitions ==
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=== Definitions ===
  
* <b>Research</b>: the technology that must be researched to unlock a weapon for use
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* '''Name''': The weapon's name.
* <b>Size</b>: <b>S</b>mall, <b>M</b>edium or <b>L</b>arge (the ship slot size it can be attached to)
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* '''Level''': The weapon's tech-level.
* <b>PC (Power Consumption)</b>: (In MWt required for Energy weapons or Shells per volley for Ballistic)
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* '''Research''': The technology that must be researched to unlock this weapon for use.
* <b>RPM (Rounds per min)</b>: number of rounds that can be fired per minute
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* '''Size''': '''S'''mall, '''M'''edium or '''L'''arge (weapons are only compatible with the correct size of Weapon hard-point).
* <b>DPR (Damage per round)</b>: the damage each round delivers
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* '''Shells''': The [[ordnance]] required/consumed per shot.
* <b>DPS (Damage per sec)</b>: average damage done per second based on RPM and DPR
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* '''RPM''': Number of '''R'''ounds '''P'''er '''M'''inute that can be fired.
* <b>Splash</b>: splash radius in meters for rockets (all ships within this range are affected as if directly struck themselves - and as with all ordnance weapons, shields are no defense)
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* '''DPR''': '''D'''amage '''P'''er '''R'''ound delivered.
* <b>FT (Flight time)</b>: time to travel from launcher to target
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* '''DPS''': Average '''D'''amage '''P'''er '''S'''econd, based on the weapon's RPM and DPR stats.
* <b>AS (Angular speed)</b>: speed of turret rotation in degrees per second
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* '''Splash''': Splash radius in meters for projectiles (all ships within this range are damaged as if directly struck themselves).
* <b>Fa (Farsu)</b>: cost in farsu (added to ship total farsu cost)
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* '''FT''': Projectile's '''F'''light '''T'''ime from launcher to target.
* <b>Zi (Ziryl)</b>: cost in ziryl (added to ship total ziryl cost)
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* '''AS''': '''A'''ngular '''S'''peed of turret rotation in degrees per second.
* <b>Credits</b>: cost in credits (added to ship total credit cost)
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* '''Fa''': Module cost in [[farsu]] (added to ship total build cost).
 +
* '''Credits''': Module cost in [[credits]] (added to ship total build cost).
  
 
[[Category:Warfare]]
 
[[Category:Warfare]]
 
[[Category:Ship_Weapons]]
 
[[Category:Ship_Weapons]]
 
[[Category:Ship_Parts]]
 
[[Category:Ship_Parts]]
[[Category:Need verifying]]
 
 
[[Category:Pages with Google Sheets]]
 
[[Category:Pages with Google Sheets]]
 +
[[Category:Need updated Google Sheet]]
 
[[Category:Upcoming features]]
 
[[Category:Upcoming features]]

Revision as of 12:01, 2 February 2020

Ordnance-based Ship Weapons require onboard Ship Ordnance to be able to function.

  • Players start the game with access to a single Ordnance Weapon, the SKD-1 quad-gun. All other weapons must first be unlocked through the relevant researches.
  • Weapons may only be fitted to the correct-sized hard point on a ship, e.g. Medium Weapons are only compatible with Medium Weapon slots.
  • Ordnance Weapons aren't blocked by shields, whereas Energy Weapons are. However, Energy Weapons typically do more damage than ordnance weapons when shields are down/not installed.
  • Ordnance Weapons consume ammunition (weaponised limbalt) from their onboard Ordnance Modules when firing. If a ship's ordnance supply runs out, its ordnance weapons will not be able to fire again until it is reloaded.
  • Ordnance Weapons are generally cheaper to construct than Energy Weapons, and also do not require ziryl in their construction.

Cannons (fixed mount)

  • Fixed cannons require a clear line of sight to their target, and are unable to fire if another ship is in the way.
  • Fixed cannons also cannot move independently of the ship, and are unable to fire at a target not directly within its line of fire.
ImageNameLevelResearchSizePCRPMDPRDPSSplashFTASFaZiCredits
Kinetic Cannon SKD-11NoneS33042---125056
Kinetic Cannon SKC-11Blast Projectiles IS33052.5---175078
Kinetic Cannon SKC-21Blast Projectiles IIS33063---2500112
Kinetic Cannon SKC-31Blast Projectiles IIIS33084---3750168
Kinetic Cannon SKC-41Blast Projectiles IVS330115.5---5500247
Kinetic Cannon SKC-51Blast Projectiles VS330168---8000360
Kinetic Cannon MKC-12Efficient Detonation Chambers IM630105---5000450
Kinetic Cannon MKC-22Efficient Detonation Chambers IIM630126---6250562
Kinetic Cannon MKC-32Efficient Detonation Chambers IIIM630168---8000720
Kinetic Cannon MKC-42Efficient Detonation Chambers IVM6302110.5---1,0500944
Kinetic Cannon MKC-52Efficient Detonation Chambers VM6302713.5---1,37501,236
TBDSmall Cannon "Hellfire"2TBDS12302512.5---75001,074
Medium Cannon "Hellfire"2HellfireM50304020---1,20001,720

See below for table column definitions.

* The Small Hellfire cannon is not yet in the game.

Turrets

  • Turrets require a clear line of sight to their target, and are unable to fire if another ship is in the way.
  • Turrets can move independently of the ship to track and fire at a moving target (indicated by the AS angular speed property).
  • Turrets will not track independently of any other fixed weapons that the hull may have, and will not fire until all other weapons are able to do so.
ImageNameLevelResearchSizePCRPMDPRDPSSplashFTASFaZiCredits
Kinetic Turret KT-12Tracking Device for Kinetic Cannon IM66044--753750486
Kinetic Turret KT-22Tracking Device for Kinetic Cannon IIM66055--755000600
Kinetic Turret KT-32Tracking Device for Kinetic Cannon IIIM66066--756750756
Kinetic Turret KT-42Tracking Device for Kinetic Cannon IVM66088--759250982
Kinetic Turret KT-52Tracking Device for Kinetic Cannon VM6601212--751,25001,274
Medium Turret "Hellfire"2Hellfire TurretM50422517.5--451,50002,240

See below for table column definitions.

Rockets (missiles and torpedoes)

  • These weapons do not require a clear line of sight to their target, and so can strike any target in a fleet, even if other ships are in the way.
  • Other ships within the splash radius of these weapons' shots will also take damage (ships positioned close to each other in a fleet are vulnerable).
ImageNameLevelResearchSizePCRPMDPRDPSSplashFTASFaZiCredits
Missile Launcher ML-13Guidance Systems IM257.5658.13504-1,62402,145
Missile Launcher ML-1A3Guidance Systems IIM257.5708.75504-1,75002,304
Missile Launcher ML-1B3Guidance Systems IIIM257.58010504-2,00002,625
Missile Launcher ML-1C3Guidance Systems IVM257.59511.88504-2,39003,102
Missile Launcher ML-23Guidance Systems VM257.511514.38504-2,86003,738
Missile Launcher SML-A4Explosive WarheadsM257.5283.58504-1,75004,472
Torpedo Launcher SML-B4Cluster TorpedoesL504.98655.41,70010-2,65009,664
Torpedo Launcher TL-14Charged Limbalt Packaging IL504.9816013.2810010-2,64007,264
Torpedo Launcher TL-24Charged Limbalt Packaging IIL504.9817014.1110010-2,82007,680
Torpedo Launcher TL-34Charged Limbalt Packaging IIIL504.9819015.7710010-3,14008,512
Torpedo Launcher TL-44Charged Limbalt Packaging IVL504.9822018.2610010-3,64009,764
Torpedo Launcher TL-54Charged Limbalt Packaging VL504.9826021.5810010-4,300011,428

See below for table column definitions.

Unique ordnance weapons

The following weapons are only accessible for specific civilizations:

The People's Realm

ImageNameLevelResearchSizePCRPMDPRDPSSplashFTASFaZiCredits
Missile Launcher ML-34Guidance Systems VIM257.513016.25504-3,20005,624
Torpedo Launcher TL-65Charged Limbalt Packaging VIL504.9829024.0710010-4,814015,850

See below for table column definitions.

Orbital Weapons

Orbital Weapons are ordnance-based ship weapons that are used to launch Orbital Strikes against a planet's surface to destroy buildings and colony population. They are detailed on the Orbital Weapons page.

Minelayers

Minelayers are ordnance-based ship weapons that are used to deploy minefields to cause damage to non-friendly fleets. They are detailed on the Minelayers page.

Definitions

  • Name: The weapon's name.
  • Level: The weapon's tech-level.
  • Research: The technology that must be researched to unlock this weapon for use.
  • Size: Small, Medium or Large (weapons are only compatible with the correct size of Weapon hard-point).
  • Shells: The ordnance required/consumed per shot.
  • RPM: Number of Rounds Per Minute that can be fired.
  • DPR: Damage Per Round delivered.
  • DPS: Average Damage Per Second, based on the weapon's RPM and DPR stats.
  • Splash: Splash radius in meters for projectiles (all ships within this range are damaged as if directly struck themselves).
  • FT: Projectile's Flight Time from launcher to target.
  • AS: Angular Speed of turret rotation in degrees per second.
  • Fa: Module cost in farsu (added to ship total build cost).
  • Credits: Module cost in credits (added to ship total build cost).