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Simple Weapons[edit | edit source]
Whereas most other weapon types feature a high level of customizability, these weapons forego that customizability in favour of -you guessed it- Simplicity! Each simple weapon (with one or two exceptions) is a self-contained system, all they need is ammunition! or engine power! but most of them just need lots and lots of ammo!
Of course, seeing as you can't really customize them all that much yourself, we've been nice enough to make one for every occasion... Or, we tried. Anyway, here's the list.
|Ram||Punching distance||It's a ram. You stick it into the enemy and it makes a hole where it hits.
What do you mean "going too fast"? Ram means Ram! Not "Nudge", RAM!
|Powered||Drill||Arm-flailing distance||A ram, but it makes a hole even when the helmsman is being a coward.|
|Fixed||Like Melee weapons, Fixed weapons don't do much in the way of aiming.
Thus, you'll have to aim your whole ship at the target.
Or you could mount the weapon on a turret. That'll work too.
|"Salvaged" tech||Laser||500m||Powered by the light of burning gunpowder (or whatever is in ammo boxes),
this short-range laser produces a scorching beam of thermal energy.
|30mm Assault||1250m||A light rotary cannon. It's not too powerful on a shot-per-shot basis,
but it does fire lots of them.
|60mm Auto Cannon||1500m||A heavier counterpart to the assault cannon, this one fires bullets 8 times as big,
and with a longer range thanks to their higher velocity, at the cost of fire rate.
|Limited Arc||Unlike the Fixed types, these weapons can actually do some aiming on their own.
Not a lot, mind you, but they'll do the job if you can just get them pointed in the
general direction of whatever you want them to shoot at.
|Age~of~Sail||Rokkits Revolutionary Revolving Blast-Gun||5500m||A fully automatic shotgun. No, it can't hit the broad side of a barn from the inside,
but you're not wasting ammo on a poor farmer's barn now, are you?
|Age~of~Sail||16 pdr Cannon||1200m||A small cannon which does little damage. Only effective en masse.
Is mounted on a self contained turret so has large aim angles.
|Age~of~Sail||32 pdr Swivel Gun||1500m||A much more powerful version of the small cannon. Still only effective en masse.|
|Age~of~Sail||64 pdr Cannon||2000m||Even larger. Aim angles are reduced, but velocity and damage are far greater.|
|360-degree||While Limited Arc weapons have... well, limited arcs of fire,
these weapons can traverse a full 360-degrees!
(Please set up some firing constraints or else they might shoot their own ship)
|R-Class .50 AA Gun||1200m||A cheap machinegun. Not very useful unless you're fighting wooden biplanes,
but it has a fairly high muzzle velocity, fitting its "Anti-Aircraft" designation.
|T-Class 20mm AA Gun||1260m||With twice the hitting power and more than double the magazine capacity,
this four-barreled weapon is a respectable step up from the R-Class .50 AA Gun.
|Twin 40mm Mk-H||3000m||Solid bullets are fine and dandy, but they can be hard to notice unless they hit.
This gun provides a reasonable solution: time-fuzed explosives!
|Quad 40mm Mk-I||3000m||Twice the shells, slightly longer reload time. At only 150% the cost, it's a bargain.|
|Octuple 40mm Mk-S||2400m||At some point the ever increasing demands for "more bullets" become harmful,
but that sounds philosophical and, as long as the enemy is in range, irrelevant.
|Custom Shell||Type-E 60mm Grenade Launcher||Variable
|This nifty little device takes cartridges up to 300mm in length. The range is so-so,
but it will make a good mess out of a paddlewheel.
|Custom Shell||Type A 3.7" Gun||Variable||A 94mm Anti-Aircraft gun that takes shells up to 760mm in length.
It comes with a fuze-setting table, for use with time-fuzed shells.
|Custom Shell||Type A(L) 3.7" Gun||Variable||A modification of the Type A, this mount comes fitted with a sturdy gun shield.|
|Custom Shell||Type L Casemated Gun||Variable||These 130mm naval guns can't elevate high enough for usefulanti-aircraft work,
but with shells up to 1.3m long, they are a menace upon both shore and sea.
|Custom Shell||Type L(E) Casemated Gun||Variable||The Type L's larger twin brother, the L(E), uses two longer bored out barrels.
With a new caliber of 150mm, it can fire shells up to 1.8m long.
CRAM Cannons[edit | edit source]
CRAM cannons replaced the earlier Custom Cannons, and can be thought of as oversized direct-fire mortars. They're a far cry from the relatively light and sometimes ineffective Simple Weapons, and offer extreme firepower and potentially excellent range at a surprisingly low operating cost. In spite of this, they're the simplest of the complex weapons, consisting of a Firing Piece with some barrels on the front end, with some autoloaders feeding shells into the Firing Piece. Autoloaders pull empty shells and fill them with a mixture of "Pellets" from connected Ammo and Pellet boxes. Adding more Ammo boxes improves fire rate, whilst adding more Pellet boxes improves the packing rate. The gun can be reinforced with Gauge Increasers to allow for various shell calibers.
Of course, the "extreme firepower", "excellent range", and "low operating costs" come with some serious drawbacks. For starters, the firepower is intermittent, to say the least, with large cannons only being able to fire a few times per minute. Secondly, although a maximum-gauge CRAM cannon can fire a 2m wide shell out to nearly 5km, the shells have a maximum velocity of 200m/s, leaving ample time for evasion.
Because of these qualities, the CRAM Cannon is widely employed as a heavy Anti-Surface weapon either in a fixed or turreted version on ships, airships, and fortifications, but has also found use as a makeshift bomb-launcher on airplanes by firing shells straight down, and as a cheap anti-submarine weapon using altitude-fuzed explosive shells.
Advanced Cannons[edit | edit source]
An Advanced Cannon is a complex weapon that uses custom ammo and is often considered more realistic then CRAM. They use gauge increasers in a cylindrical format and autoloaders that have ammunition clips sticking out, how many stick out is up to you. Most Advanced Cannons send each shell through an ammo input feeder, ammo clip, autoloader, gauge increasers or 6 way connectors, the advanced firing piece, a mantlet, and out the barrel.
Advanced Cannons, also called Advanced Projectile Systems (APS), offer huge customization options. You start by designing your shell in the Shell customizer that shows approximately how the shell will perform. Each shell is sent through the ammo input feeder, ammo clip, autoloader, gauge increasers or 6 way connectors, the advanced firing piece, a mantlet, and out the barrel.
Missiles / Torpedoes / Mines[edit | edit source]
Missiles are in many ways the equals and opposites of CRAM shells. Like the CRAM shell, a single large missile can inflict a tremendous amount of damage upon a target, but instead of relying on sheer volume of fire to ensure a hit, the missile relies on an array of rocket thrusters, torpedo propellers, fins, seeker heads, and guidance datalinks, all to maximize the hit probability of each weapon.
This approach has the benefit of not necessarily needing a full-size detection system to provide pinpoint targeting data, and the self-propelled nature of the missile means that only a small and relatively light launch ramp is neccessary to carry and fire the weapon. Drawbacks include such minor inconveniences as the cost of throwing away a couple of perfectly good and very expensive rocket motors and detection systems every time you pull the trigger, but you're free to skip the propulsion and guidance systems, and simply drop the warhead part of the weapon as an unguided bomb if you want to conserve ammunition.
If the description seems a bit vague, don't worry! These weapons have a lot of potential applications, and so it can be difficult to nail down what they are and aren't. To get you started, here's a list of some of the things that can be made using missile parts:
Dumb[edit | edit source]
- Magnetic bombs and depth-keeping mines.
- Flares and decoys.
- Sonar and Raday bouys (to help submarines and anti-submarine aircraft find one another)
Guided (relies on external control)[edit | edit source]
- Laser-homing precision EMP bombs and missiles, useful for "carefully" disabling an enemy craft's weapons and sensors before boarding it.
- Long-range versions of homing missiles/torpedoes; homing seeker heads might struggle to lock on small or far-away vehicles, in which case combining self-homing capability with remote guidance systems such as beam-riding or guidance datalinks will help to bring the seeker head close enough to the target.
- Lua-controlled missiles and torpedoes with more complex behaviors than the basic seeker heads and on-board control systems will allow, including altitude-keeping and proximity detonation.
- Stealthy, countermeasure-resistant datalink-guided missiles and torpedoes
Homing (independent)[edit | edit source]
- Airdropped anti-submarine torpedoes.
- Fire-and-forget active-radar anti-ship missiles.
- Heatseeking air-to-air missiles.
Lasers[edit | edit source]
Unlike projectile weapons, Lasers don't care too much about speed or evasive maneuvers; as long as your detection systems can draw a bead on the target, the laser of will remain on point as it rips through the unfortunate foe at a steady pace. As such, they're very useful as anti-aircraft weapons, and are the basis for the Laser Anti-Munition Defence system.
Firepower at the speed of light does not come without flaws however, and while lasers may be cheap to operate as they only consume electricity, building the laser system in the first place requires plenty of room and copious amounts of materials. Additionally, they require a clear line of sight to the target, rendering them largely ineffective in uneven terrain and against targets obstructed by water.
Particle Cannons[edit | edit source]
Particle Cannons are highly customisable weapons that use energy to fire light speed projectiles. It has a large firing piece and uses snaking particle accelerator tubes to increase the power of the cannon.
The cannon can be customised entirely to fit your needs and can be set to different damage modes: explosive, piercing, EMP and thump.