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        <title>Dygamic Navy and Military - ruless6</title>
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       <dc:date>2026-05-01T04:53:15+00:00</dc:date>
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        <title>Dygamic Navy and Military</title>
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        <dc:date>2026-02-20T11:09:47+00:00</dc:date>
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        <title>apropulsion</title>
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        <description>AIRCRAFT PROPULSION SYSTEMS

Aircraft thrusters here setup a little different than the usual vanilla setup. 
A fully setup thruster set requires 3 components:

	*  Intake ( this pulls in air for the thruster )
	*  Engine ( This provides power to run the intake, uses hydrogen )</description>
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        <dc:date>2025-09-15T07:55:05+00:00</dc:date>
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        <title>aweapons</title>
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        <description>AIRCRAFT WEAPON SYSTEMS

They will be split up in ammo classes, some missiles will require an aesa radar in order to get lock.

Aircraft Gun Systems
 MOD   Name                        Range   CON   20mm 6 Barrel Cannon        N/A     CON   20mm 3 Barrel Cannon</description>
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        <dc:date>2025-09-17T09:28:30+00:00</dc:date>
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        <title>cwpower</title>
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        <description>Naval Power systems

Ships can use one of the 2 main methods of power generation on their ships, each with their own pros and cons. 

Fuel Blocks

All vanilla and other hydrogen power based generators now use Fuel Blocks instead. 

These can be created from ice like you would produce hydrogen before albeit at reduced rates and only in your base.
A new block called a</description>
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        <title>cwpropulsion</title>
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        <description>Naval propulsion systems

To make a ship move there are many different propulsion systems available, these all vary in the amount of thrust they provide vs power cost. Below you will find all the different systems available with their power cost. 

Main Propulsion</description>
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        <dc:date>2025-09-04T11:34:16+00:00</dc:date>
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        <title>factions</title>
        <link>https://wiki.dygamic.com/doku.php?id=ruless6:factions&amp;rev=1756985656&amp;do=diff</link>
        <description>Factions

A faction is a group of players working together towards a common goal.

- only have grids out in the world that are actively being used along with some utility planes, ground vehicles

In peace time factions do not need to have their fleets on display, for performance keep things hangared if not in use.
In wartime try to keep the amount of ships to a minimum, having defences ready in the area of combat is fine but other bases keep stuff hangared.</description>
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        <dc:date>2025-10-21T14:42:31+00:00</dc:date>
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        <title>ground</title>
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        <description>Ground Vehicles

Ground Vehicles on Dygamic can be used in many ways. From holding KOTH, raiding enemy territory, defending your base from airstrikes or even shelling someone else&#039;s. Ground Vehicles can be utilized to fill any niche for your Faction.</description>
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        <dc:date>2025-10-09T09:09:05+00:00</dc:date>
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        <title>planes</title>
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        <description>Aircraft

WORK IN PROGRESS
Aircraft are divided into several classes with their own pros &amp; cons. 

A gridcore will define the class and what can be fitted on the aircraft, there are a few other points to note:

	*  Thrust must always point in the same direction ( helicopters can have a tail rotor for stability )</description>
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        <dc:date>2025-05-23T13:31:31+00:00</dc:date>
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        <title>ships</title>
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        <description>Ship Classes

Ships are divided into multiple classes which are grouped in class groups, Each class has its own limitations and weapon point pools. 
Some classes might have bonus roles that give them extra tools. 

Each class has a mass limit, this is based on the dry weight of a ship ( ie excluding cargo, fuel, ammo etc )</description>
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        <dc:date>2025-10-14T18:37:57+00:00</dc:date>
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        <title>structures</title>
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        <description>Structures

We have 3 types of structures on the server: 

	*  A Main Base : This is your faction&#039;s home, it is the biggest structure you can build with the largest weapon points pool. You are limited to 1 of these. 
	*  
	*  A Fort : This is a stronghold to fortify a territory, it has a slightly smaller block limit as a Main Base and lower weapon points pool. The amount of these you can build depends on your faction type.</description>
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        <dc:date>2025-12-04T11:56:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sweapons</title>
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        <description>Naval Combat systems

EARLY WIP RULE SET!!

Naval warships can field a large variety of offensive and defensive weapons systems, these are divided per ship class groups. 
Classes can use weapon systems from classes below them.

	*  Defensive systems can be used regardless of class type.</description>
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