Weapon Bay: Difference between revisions

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| Name = Weapon Unit
| Name = Weapon Unit
| Picture = Weapon_Module.png
| Picture = Weapon_Module.png
| Placement = Weapon Bay
| Mass = ?
| Mass = ?
| Materials =
| Materials =

Revision as of 13:30, 15 September 2015

Module
Weapon Unit
Weapon_Module.png
Room
Weapon Bay
Weapon_Bay.png
Consumed Materials
Required Tools


Weapon bays hold high power, long range integrated weapon systems.

They can be placed in multiple places throughout the ship, all weapon bays with the same room number are considered the same weapon and can all be controlled by a single fire control station on the bridge.

A fire control station can control more than 1 weapon bay, but AI crew members will only control 1 bay per control station. For most purposes, they essentially replace turrets, although it can still be wise to place turrets in key positions, as weapon bays can only target spacecrafts.

Weapon bays cannot target individual creatures or vehicles, only spacecrafts. Attacks also must have a clear line of fire to the target. You cannot shoot through buildings, terrain or 3rd party ships. Attempting to shoot through the latter will result in friendly fire.

Weapon Bay Types

The type of weapon bay can be selected in the design.

Weapon bay type can also be changed using Weapon Bay System Modules after it has been constructed.

Ballistic Weapon Bay

Can be constructed from TL 2 and beyond.

Ballistic Weapon Bay has (Round(Weapon System units/10)+1) cannons. One Heavy Arms Ammunition is used per cannon each shot. Damage depends on the ammo used, higher quality and high TL ammo will do more damage.

Energy Weapon Bay

Can be constructed from TL 5 and beyond.

Energy Weapon Bay has (Round(Weapon System units/25)+1) beam projectors. Each beam projector requires an Energy Weapon Unit in the cargo hold to fire at full power. Each shot uses some Electricity per beam projector from the spacecraft's capacitor.

Each Weapon System unit requires one full capacitor to fire. A good rule of thumb for powering these weapon bays is one Power Plant can fully power a unit or power 2 units at half power. However as Power Plants grant more capacitors at higher TLs, you would require less.

To maintain a continuous firing cycle, you need (more than) 6 points of capacitor per Weapon System unit installed. This number is not dependent on TL.

Weapon Launcher Bay

Can be constructed from TL 2 and beyond.

Weapon Launcher Bay has (Round(Weapon System units/90)+1) launchers. One Large Missile or Large Rocket is used per launcher each shot.

Missiles are guided and rockets are unguided, both can be shot down by enemy turrets or dodged. Damage depends on the ammo used, higher quality and high TL ammo will do more damage.

Weapon Deployment Bay

Can be constructed from TL 2 and beyond.

Weapon Deployment Bay has (Round(Weapon System units/100)+1) ejector racks. One Bomb is used per ejector rack each shot. Damage depends on the ammo used, higher quality and high TL ammo will do more damage.

Bombs are dropped from the ship and are affected by gravity. Mostly only useful while in orbit over an enemy city.

AI crew will not use the Weapon Deployment Bay.

Harvester Bay

Harvester bays use the same system as weapon bays.

This means that any weapon bay can be turned into a harvester bay as easily as the changing of weapon types.

Harvester bays are selected the same way weapon bays are, in the design or using Harvester Bay System Modules