(→Machine gun: updated with new info) Tag: Visual edit |
(Updated heat values) Tag: Visual edit |
||
Line 36: | Line 36: | ||
|0 |
|0 |
||
|0 |
|0 |
||
− | | |
+ | |6 |
| +1 |
| +1 |
||
| |
| |
||
Line 49: | Line 49: | ||
|0 |
|0 |
||
|0 |
|0 |
||
− | | |
+ | |6 |
| +2 |
| +2 |
||
| |
| |
||
Line 62: | Line 62: | ||
|0 |
|0 |
||
|0 |
|0 |
||
− | | |
+ | |6 |
| +1 |
| +1 |
||
| +25% |
| +25% |
||
Line 75: | Line 75: | ||
|0 |
|0 |
||
|0 |
|0 |
||
− | | |
+ | |6 |
| +1 |
| +1 |
||
| |
| |
||
Line 88: | Line 88: | ||
|0 |
|0 |
||
|0 |
|0 |
||
− | | |
+ | |6 |
| +4 |
| +4 |
||
| |
| |
||
Line 101: | Line 101: | ||
|0 |
|0 |
||
|0 |
|0 |
||
− | | |
+ | |6 |
| +1 |
| +1 |
||
| +50% |
| +50% |
||
Line 114: | Line 114: | ||
|0 |
|0 |
||
|0 |
|0 |
||
− | | |
+ | |6 |
| +1 |
| +1 |
||
| +25% |
| +25% |
||
Line 127: | Line 127: | ||
|0 |
|0 |
||
|0 |
|0 |
||
− | | |
+ | |6 |
| +1 |
| +1 |
||
| |
| |
||
Line 140: | Line 140: | ||
|0 |
|0 |
||
|0 |
|0 |
||
− | | |
+ | |6 |
| +1 |
| +1 |
||
|<nowiki>+50%</nowiki> |
|<nowiki>+50%</nowiki> |
Revision as of 20:00, 23 June 2018
The final category of weapons comprises anti-personnel or small weapons. This includes, the machine gun, the small laser, and the flamer. They have extremely short range and low damage, but they also have a special feature: unlike larger weapons, they can be fired when you melee attack an enemy. If you’re close enough, they can also be fired as normal ranged weaponry.
- Machine guns are excellent at dealing critical hits to exposed structure.
- Small lasers deal good raw damage relative to their heat generation.
- Flamers can decrease the performance of opponents by raising their heat levels.
- All support weapons have a range of 90m (with the exception of extended range small laser, which has a range of 150m).
List
Small laser
Small Lasers deal superb damage for their weight and heat generation but have extremely limited range. Like all Lasers, Small Lasers enjoy a baseline accuracy bonus over other weapons.
Name | Manufacturer | Mounting | Damage | Combat performance | Value | Rarity | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Tonnage | Slots | Direct | Stability | Heat | Heat generated | Accuracy Modifier | Critical Multiplier | ||||
S Laser | Martell | 0.5 | 1 | 20 | 0 | 0 | 6 | +1 | 20,000 | 0 | |
S Laser + | Diverse Optics | 0.5 | 1 | 20 | 0 | 0 | 6 | +2 | 30,000 | 2 | |
S Laser + | ExoStar | 0.5 | 1 | 20 | 0 | 0 | 6 | +1 | +25% | 30,000 | 1 |
S Laser + | Magna | 0.5 | 1 | 25 | 0 | 0 | 6 | +1 | 30,000 | 2 | |
S Laser + + | Diverse Optics | 0.5 | 1 | 20 | 0 | 0 | 6 | +4 | 40,000 | 4 | |
S Laser + + | ExoStar | 0.5 | 1 | 20 | 0 | 0 | 6 | +1 | +50% | 30,000 | 2 |
S Laser + + | Intek | 0.5 | 1 | 25 | 0 | 0 | 6 | +1 | +25% | 30,000 | 3 |
S Laser + + | Magna | 0.5 | 1 | 30 | 0 | 0 | 6 | +1 | 40,000 | 4 | |
S Laser + + + | Intek | 0.5 | 1 | 30 | 0 | 0 | 6 | +1 | +50% | 40,000 | 5 |
Small pulse laser
An improvement upon standard Small Lasers, Small Pulse Lasers use pulses of light instead of a single beam. This results in better accuracy and damage output but with greatly increased heat and weight. Like all Lasers, Small Pulse Lasers enjoy a baseline accuracy bonus over other weapons.
Name | Manufacturer | Mounting | Damage | Combat performance | Value | Rarity | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Tonnage | Slots | Direct | Stability | Heat | Heat generated | Accuracy Modifier | Critical Multiplier | ||||
S Pulse | SCI | 1 | 1 | 25 | 0 | 0 | 10 | +2 | 140,000 | 20 |
Small laser extended range
An improvement upon standard Small Lasers, Extended-Range Small Lasers extend their effective range at the cost of more heat generation. Like all Lasers, ER Small Lasers enjoy a baseline accuracy bonus over other weapons.
Name | Manufacturer | Mounting | Damage | Combat performance | Value | Rarity | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Tonnage | Slots | Direct | Stability | Heat | Heat generated | Accuracy Modifier | Critical Multiplier | ||||
ER S Laser | SCI | 0.5 | 1 | 20 | 0 | 0 | 15 | +1 | +25% | 210,000 | 20 |
Machine gun
Machine Guns deal very little damage, have severely limited range, and depend upon volatile ammunition stores. However, they have a greatly increased chance to cause Criticals when they impact a target that has been stripped of its armor. As each of the MG's 5 shots are assigned individually they can potentially cause 5 separate criticals per use. It also appears that like missiles each MG shot hit location is individually determined raising the likelihood of a head shot [confirmation needed]
Name | Manufacturer | Mounting | Damage | Combat performance | Value | Rarity | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Tonnage | Slots | Direct | Stability | Heat | Heat generated | Accuracy Modifier | Critical Multiplier | ||||
MG | Sperry Browning | 0.5 | 1 | 15 (3x5) | 0 | 0 | 0 | +50% | 10,000 | 0 |
Flamer
Flamer weapons are unique in that they deal little physical damage but instead expel super-heated plasma, applying substantial heat to their target. When done properly, this can hamper enemy return fire or even cause the targeted unit to shut down from overheating.
Name | Manufacturer | Mounting | Damage | Combat performance | Value | Rarity | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Tonnage | Slots | Direct | Stability | Heat | Heat generated | Accuracy Modifier | Critical Multiplier | ||||
Flamer | Skylight | 1 | 1 | 5 | 10 | 22,000 | 0 | ||||
Flamer + | Hotshot | 1 | 1 | 10 | 10 | 33,000 | ? |