08-03-2008, 10:17 AM
A weapon can be purchased as many times as you want, as long as your ship has enough Core to support the weapon.
RoF = Rate of Fire, in case you got stupid all of a sudden.
RoF speeds = Fast/Medium/Slow/Very Slow
Light Assault Cannon
Armament: +10
Core: -5
Cost: 1,000
RoF: High[INDENT]The light assault cannon is the backbone of most ship armaments. It fires 50mm rounds at high speeds. Because it uses ballistic projectiles, the cost to the core is very minimal.
[/INDENT]Heavy Assault Cannon
Armament: +25
Core: -10
Propulsion: -5
Cost: 1,500
RoF: Medium[INDENT]Similar to the light assault cannon, the heavier version of this weapon offers significant fire-power for little cost to the core. The sheer weight of this weapon, however, slows a ships overall speed.
[/INDENT]Light Blaster Turret
Armament: +10
Core: -10
Cost: 2,000
RoF: Medium[INDENT]A recent invention in warfare technology, the blaster turrent is, more or less, a laser. It fires powerful beams, but has a significant draining effect on a ship's core. While, on the outside, it may seem that there is little benefit to purchasing one of these over an assault cannon, the blaster can bypass many defenses that the cannon can not.
[/INDENT]Heavy Blaster Turret
Armament: +30
Core: -25
Propulsion: -20
Cost: 3,000
RoF: Slow[INDENT]This massive weapon is the pinnicle of blaster technology. It fires slowly, buts it hits pack a devastating punch. The drain on a ship's core for using this weapon is considerable, to say the least, but it is often worth it. The size of this weapon, as with the assault cannon, slows a ships movement and manuerability.
[/INDENT]EMP Cannon
Armament: +20
Core: -30
Propulsion: -10
Cost: 3,000
RoF: Medium[INDENT]Although seemingly incomparably powerful for it's drain on the core, the EMP Cannon supplies an additional threat: Instead of firing a projectile, the EMP Cannon fires a focused electromagnetic pulse that - if able to bypass enemy shielding - could potentially scramble or completely destroy an opponent's electrical systems. An absolute must if one desires to merely incapacitate a vessel, rather than destroy it.
[/INDENT]Cluster Munitions Launch Platform
Armament: +40
Core: -30
Propulsion: -30
Cost: 3,500
RoF: Slow (Not available on small ships)[INDENT]The Cluster Munitions Launch Platform (Or CMLP) is capable of launching a large warhead from a weapons rack mounted to the ship. This warhead will home in on it's target, and, upon reaching a safe distance from the ship it was launched from, will burst open, hurling a dozen indepententally targetted cluster munitions toward the opponent. This is capable of immense devastation, but comes at a great cost to the owner's resources.
[/INDENT]Railgun
Armament: +70
Core: -50
Propulsion: -50
5,000
RoF: Very Slow (Available only on Large and Huge ships)[INDENT]The railgun is the absolute summit of the weapon design world. Instead of launching a projectile with a conventional propellant, the railgun uses two massive, magnetized rails in order to accelerate incredibly dense warheads. Due to the intense drain on the ship's internal systems, the railgun must recharge between shots, but it's capacity for destruction is unparalleled.
[/INDENT]EMP Nailer
Armament: +10
Core: -15
Cost: 6,000
RoF: Medium[INDENT]A very powerful tool, the Nailer fires a series of ballistic spikes. At the back of the spike is an EMP charge. After making contact with some (hopefully the enemy ship) the charges detonate. Since the projectiles are ballistic in nature, they can bypass many shields and hit a ship directly. A favorite for disabling ships. An EMP Nailer can be attatched to any size ship.
[/INDENT]HE Nailer
Armament: +30
Core: -20
Cost: 7,000
RoF: Medium[INDENT]A more destructive variant of the nailer weapon, instead of using EMP charges at the back end of the 'nails,' this weapon puts High-Explosive charges in their place. This weapon retains the benefit of being able to bypass most shields, but ballistic plating is still effective against it.
[/INDENT]Short-Range Missles (aka SRMs)
Armament: +20
Core: -15
Cost: 2,500
RoF: Medium[INDENT]While not as powerful as their counter-parts, short range missles track exceedingly well and pack a decent punch. They're perfect for pinning down those faster ships. A missle pod can be attached to any size ship.
[/INDENT]Long-Range Missles (aka LRMs)
Armament: +25
Core: -20
Cost: 3,500
RoF: Slow[INDENT]Slightly stronger than SRMs, these missles do not track nearly as well. The advantage, however, is having almost twice the cruising range as SRMs. Ideal for softening up an opponent before coming within range of your larger weapons. An LRM missle pod can be attatched to any size ship.
[/INDENT]Burst Cannon (aka "The Shot Put")
Armament: +60
Core: -10
Propulsion: -50
Cost: 5,000
RoF: Very SlowAs the nickname might imply, this cannon fires off massive, spherical projectiles. There is nothing fancy about these bullets, they are simply solid spheres of metal that stand almost as tall as the average man. Because of the enourmous weight of the ammunition and the size of the actual cannon, it can slow a ship quite severly. This weapon cannot be equipped on any ship under 600 meters in length.
RoF = Rate of Fire, in case you got stupid all of a sudden.
RoF speeds = Fast/Medium/Slow/Very Slow
Light Assault Cannon
Armament: +10
Core: -5
Cost: 1,000
RoF: High[INDENT]The light assault cannon is the backbone of most ship armaments. It fires 50mm rounds at high speeds. Because it uses ballistic projectiles, the cost to the core is very minimal.
[/INDENT]Heavy Assault Cannon
Armament: +25
Core: -10
Propulsion: -5
Cost: 1,500
RoF: Medium[INDENT]Similar to the light assault cannon, the heavier version of this weapon offers significant fire-power for little cost to the core. The sheer weight of this weapon, however, slows a ships overall speed.
[/INDENT]Light Blaster Turret
Armament: +10
Core: -10
Cost: 2,000
RoF: Medium[INDENT]A recent invention in warfare technology, the blaster turrent is, more or less, a laser. It fires powerful beams, but has a significant draining effect on a ship's core. While, on the outside, it may seem that there is little benefit to purchasing one of these over an assault cannon, the blaster can bypass many defenses that the cannon can not.
[/INDENT]Heavy Blaster Turret
Armament: +30
Core: -25
Propulsion: -20
Cost: 3,000
RoF: Slow[INDENT]This massive weapon is the pinnicle of blaster technology. It fires slowly, buts it hits pack a devastating punch. The drain on a ship's core for using this weapon is considerable, to say the least, but it is often worth it. The size of this weapon, as with the assault cannon, slows a ships movement and manuerability.
[/INDENT]EMP Cannon
Armament: +20
Core: -30
Propulsion: -10
Cost: 3,000
RoF: Medium[INDENT]Although seemingly incomparably powerful for it's drain on the core, the EMP Cannon supplies an additional threat: Instead of firing a projectile, the EMP Cannon fires a focused electromagnetic pulse that - if able to bypass enemy shielding - could potentially scramble or completely destroy an opponent's electrical systems. An absolute must if one desires to merely incapacitate a vessel, rather than destroy it.
[/INDENT]Cluster Munitions Launch Platform
Armament: +40
Core: -30
Propulsion: -30
Cost: 3,500
RoF: Slow (Not available on small ships)[INDENT]The Cluster Munitions Launch Platform (Or CMLP) is capable of launching a large warhead from a weapons rack mounted to the ship. This warhead will home in on it's target, and, upon reaching a safe distance from the ship it was launched from, will burst open, hurling a dozen indepententally targetted cluster munitions toward the opponent. This is capable of immense devastation, but comes at a great cost to the owner's resources.
[/INDENT]Railgun
Armament: +70
Core: -50
Propulsion: -50
5,000
RoF: Very Slow (Available only on Large and Huge ships)[INDENT]The railgun is the absolute summit of the weapon design world. Instead of launching a projectile with a conventional propellant, the railgun uses two massive, magnetized rails in order to accelerate incredibly dense warheads. Due to the intense drain on the ship's internal systems, the railgun must recharge between shots, but it's capacity for destruction is unparalleled.
[/INDENT]EMP Nailer
Armament: +10
Core: -15
Cost: 6,000
RoF: Medium[INDENT]A very powerful tool, the Nailer fires a series of ballistic spikes. At the back of the spike is an EMP charge. After making contact with some (hopefully the enemy ship) the charges detonate. Since the projectiles are ballistic in nature, they can bypass many shields and hit a ship directly. A favorite for disabling ships. An EMP Nailer can be attatched to any size ship.
[/INDENT]HE Nailer
Armament: +30
Core: -20
Cost: 7,000
RoF: Medium[INDENT]A more destructive variant of the nailer weapon, instead of using EMP charges at the back end of the 'nails,' this weapon puts High-Explosive charges in their place. This weapon retains the benefit of being able to bypass most shields, but ballistic plating is still effective against it.
[/INDENT]Short-Range Missles (aka SRMs)
Armament: +20
Core: -15
Cost: 2,500
RoF: Medium[INDENT]While not as powerful as their counter-parts, short range missles track exceedingly well and pack a decent punch. They're perfect for pinning down those faster ships. A missle pod can be attached to any size ship.
[/INDENT]Long-Range Missles (aka LRMs)
Armament: +25
Core: -20
Cost: 3,500
RoF: Slow[INDENT]Slightly stronger than SRMs, these missles do not track nearly as well. The advantage, however, is having almost twice the cruising range as SRMs. Ideal for softening up an opponent before coming within range of your larger weapons. An LRM missle pod can be attatched to any size ship.
[/INDENT]Burst Cannon (aka "The Shot Put")
Armament: +60
Core: -10
Propulsion: -50
Cost: 5,000
RoF: Very SlowAs the nickname might imply, this cannon fires off massive, spherical projectiles. There is nothing fancy about these bullets, they are simply solid spheres of metal that stand almost as tall as the average man. Because of the enourmous weight of the ammunition and the size of the actual cannon, it can slow a ship quite severly. This weapon cannot be equipped on any ship under 600 meters in length.
[SIGPIC][/SIGPIC]
_=So wake me when it's through
I don't want to feel the things that you do
Don't worry, I'll be fine
I just don't want this dream, wake me up inside=_
I don't want to feel the things that you do
Don't worry, I'll be fine
I just don't want this dream, wake me up inside=_

