Gauss Cannons
This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.
Gauss Cannons are short-ranged rapid-fire beam weapons well suited to point defense. They can be mounted in turrets and do not require power from a power plant. Gauss Cannon shots inflict one point of damage each over their entire range, but a single cannon can fire several shots per volley.
Overview
[edit]A Gauss Cannon uses electromagnetic coils to accelerate a magnetic projectile to high velocity. Although the damage from a single hit is limited (strength-1 hit), it can fire more rapidly than any other weapon except a railgun, and can even exceed the railgun's rate of fire on more advanced models.
At higher technology levels the Gauss Cannon can fire several shots every 5-second time increment. All shots must be aimed at the same target, but a missile salvo counts as a single "target", so a single Gauss Cannon can destroy several missiles at once. (Note that "a missile salvo" refers to the missiles fired by a single fire control system at one time; if several enemy ships fire simultaneous missile salvos, a Gauss Cannon can only fire at one ship's salvo at a time.) If the cannon kills an entire salvo with only some of its shots, the rest of its shots in that time increment are wasted.
Because the Gauss Cannon requires very little power to operate, the required power generation is built into the installation, removing any reliance on separate power reactors.
Usage
[edit]Gauss Cannons have very low range and low damage output. Thus they are only suited as PD weapon or for fighter vs fighter beam combat. Gauss Cannon ranges are so short (and missiles are so fast) that a cannon will rarely get more than a single, point-blank volley at an incoming missile salvo unless the missiles are of vastly inferior technology. For example, a Level 6 (60,000 km range) Gauss Cannon may have time to fire multiple volleys at a primitive, slow missile, but such a cannon is a late-game technology. Equivalent-tech missiles are usually fast enough to move from beyond the Gauss Cannon's range to impact in a single 5-second time increment. The Gauss Cannon will still get a final, point-blank shot at the volley, but range is irrelevant for this.
Background Tech
[edit]There are three key factors involved in the creation of a Gauss Cannon. The research costs for these vary between versions, but the mechanics do not.
Gauss Cannon Rate of Fire determines how many projectiles can be fired in a 5 second period. A very basic Gauss Cannon has a rate of fire of two (in C#) or one (in VB6), but models with a rate of fire of up to eight projectiles per 5-second increment are possible. In C#, players will begin with Rate of Fire 2 already researched, unless they choose a conventional start.
| Rate of Fire | 1 | 2 | 3 | 4 | 5 | 6 | 8 |
|---|---|---|---|---|---|---|---|
| RP cost (C#) | N/A | 1,500* | 5,000 | 15,000 | 45,000 | 135,000 | 750,000 |
| RP cost (VB6) | 1,000 | 3,000 | 8,000 | 25,000 | 75,000 | 250,000 | 750,000 |
Gauss Cannon Launch Velocity is the speed at which the gauss round leaves the cannon. A basic Gauss Cannon only has a range of about 10,000 kilometers. With greater launch velocities this can be extended to as much as 60,000 kilometers. In C#, players will begin with Launch Velocity 10,000 already researched, unless they choose a conventional start.
| Launch Velocity | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| RP cost (C#) | 500* | 1,500 | 5,000 | 15,000 | 45,000 | 135,000 |
| RP cost (VB6) | 1,000 | 3,000 | 8,000 | 25,000 | 75,000 | 250,000 |
Gauss Cannon Size vs Accuracy allows a trade-off between size of the weapon and accuracy. Smaller versions of the Gauss Cannon are easy to construct but they become progressively less accurate due to fewer and smaller coils. The smallest version, at one twelfth normal size (0.5 HS) has just 8% of normal accuracy. No technology is required for these options - all of them are available as soon as you unlock Gauss Cannons at all.
While the smaller, low accuracy versions of the Gauss Cannon are unlikely to be of much use on board full-size ships, they are useful for fighters that lack any other weapon of comparable size. Even their low chance to hit will eventually cause damage in an extended dogfight and it gives them a lightweight "beam" weapon capable of damaging thin-skinned ships and FACs.
| Size (HS) | 6 | 5 | 4 | 3 | 2 | 1.5 | 1 | 0.75 | 0.6 | 0.5 |
|---|---|---|---|---|---|---|---|---|---|---|
| Accuracy | 100% | 85% | 67% | 50% | 33% | 25% | 17% | 12.5% | 10% | 8% |
Notes
[edit]- Gauss Cannons were first introduced in VB6 v2.6[1]
List of Components
[edit]Engines and Power Plants: Engine • Fuel Storage • Jump Engine • Power Plants
Beam Weaponry: Beam Fire Control • Lasers • Particle Beams • Mesons • High-Powered Microwave • Plasma Carronade • Railguns • Gauss Cannons
Missile Weaponry: Missile Fire Control • Missile Launchers • Magazines
Defensive Systems: Armor • Shields • CIWS • Sensor Jammer • Fire Control Jammer • Missile Jammer • Decoy Launcher • Cloaking Device
Maintenance and Repairs: Engineering Spaces • Maintenance Storage Bay • Damage Control • Maintenance module
Carriers and Fighters: Hangar deck • Fighter Pod Bay
Sensors: Active Sensor • EM Sensor • Thermal Sensor • Geological Survey Sensors • Gravitational Survey Sensors • ELINT Modules
Command and Control: Bridge • Flag Bridge • Auxiliary Control • Science Department • Main Engineering • Combat Information Centre • Primary Flight Control
Transportation: Cargo Hold • Troop Transport Bay • Cryogenic Transport • Passenger Accommodation
Logistics: Cargo Shuttle Bay • Refuelling System • Ordnance Transfer System • Tractor Beam
Production: Orbital Mining Module • Sorium Harvester • Terraforming Module • Jump Point Stabilisation Module • Salvage Module