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'''Ordnance-based Ship Weapons''' require onboard [[Ship Ordnance]] to be able to function.
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'''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 [[Technologies#Weapons_.26_Warfare_Equipment_Technologies|the relevant researches]].
 
* 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]].

Latest revision as of 13:07, 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).