Space Naval Combat systems

Ships will have access to a variety of weapons all with their pros and cons, these are divided in several groups:

Offensive

- Missile Weapons - Ballistic Weapons - Railguns

Defensive

- PDC - Electronic decoys/flares

Nations

Some weapons will require special parts build by the nations the weapons come from. Civilian weapons won't require special parts, Nation build systems will have better performance than their civilian counter parts however will also cost more to build.

Nation parts cannot be build, they can only be purchased in shops run by the nation that owns the weapons. (or looted from npc)


Capital ships

Certain capital ships have their own selection of weapons, these are mainly designed to destroy other large vessels or take down a base quickly but lack tracking to deal with smaller vessels.

The Titan Class will have access to super weapons of which only one may be fitted, this is a very expensive weapon that can deal extreme damage but will take a while to reload.

Ballistic Weapons

Low power weapons, requires conveyors to setup but doesn't eat up all your ships power in a fight.

Short range & High Damage weapon systems.

MOD Nation Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT TBA TBA TBA N/A TBA TBA TBA TBA

Railguns

High power long range killshot weapons, Require expensive specialized parts

Long Range & High Damage weapon systems.

MOD Nation Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT NATSO MK51 Advanced Railgun System TBA N/A TBA TBA 5 TBA

Fixed gun systems

Fixed gun systems require you to aim manually to land a shot, high risk high reward.

MOD Nation Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT TBA TBA TBA N/A TBA TBA TBA TBA

Missile Weapons

Missiles are an expensive system to operate however has the longest range and can inflict the most damage if it makes it to the target.

Long range weapon systems.

MOD Nation Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT TBA TBA TBA N/A TBA TBA TBA TBA

PDC

Point defense systems are designed to destroy any incoming missile, some will aid in cqb as well.

MOD Nation Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT NATSO Phalanx TBA N/A TBA TBA TBA TBA
TT SKFED AK-630 Duet TBA N/A TBA TBA TBA TBA
TT Civilian TBA TBA N/A TBA TBA TBA TBA

Missile Interceptor Systems

Specialised systems with extended range to intercept missiles, Cost a fair bit more than PDC but have about double the range to take out missiles long before they come into pdc range. Cannot shoot at anything but missiles.

MOD Nation Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT NATSO SpaceRam TBA N/A TBA TBA TBA TBA
TT NATSO HEL
TT SKFED TBA TBA N/A TBA TBA TBA TBA

Electronic Decoy / Flares

Electronic Decoys & Flares will attract and confuse missiles rather than destroying them, these can be a more efficient way to deal with large amount of missiles or provide cover while your pdc are reloading.

MOD Nation Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT TBA TBA TBA N/A TBA TBA TBA TBA
  • ruless4s/sweapons.txt
  • Last modified: 2024/10/14 12:59
  • by darkxerox