Plasma Carronade: Difference between revisions
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==Damage Profile== | ==Damage Profile== | ||
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Plasma Carronades have shallow-gradient [[Damage Profile|damage profiles]] compared to other weapon types - they tend to spread their damage out more, instead of concentrating it to punch through thick [[armor]]. | |||
Plasma Carronades have shallow-gradient [[Damage Profile|damage profiles]] compared to other weapon types - they tend to spread their damage out more, instead of concentrating it to punch through thick [[armor]]. | |||
==Components== | ==Components== | ||
Revision as of 09:24, 3 April 2026
This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.
Description
A Plasma Carronade is a close-range, high-damage energy weapon. They have a maximum range of
Base Damage * 10000km
Their rate of fire is
Base Damage / Capacitor Recharge Rate * 5s
Plasma Carronades cannot be mounted in turrets, but can use a spinal mount.
Usage
Plasma Carronades pack more punch than an equivalent tech level laser or even railgun, while being smaller. This makes them a perfect choice for a close-range knife fight, however any carronade ship will have to be well-armored to survive the approach to said close range.
They're a great choice for both damage-per-second needs and alpha strike, with their large caliber and spinal mounts aiding the latter and allowing them to deal truly staggering amounts of damage in a single shot.
Damage Profile
Plasma Carronades have shallow-gradient damage profiles compared to other weapon types - they tend to spread their damage out more, instead of concentrating it to punch through thick armor.
Components
Plasma Carronade Size
Plasma Carronades have bigger focal sizes than a laser of equivalent tech level. This results in higher per-hit damage, as well as higher power requirement (like lasers, it is equal to base damage of a carronade).
| Carronade Size | 15cm | 20cm | 25cm | 30cm | 35cm | 40cm | 50cm | 60cm | 70cm | 80cm | 100cm |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Size (HS) | 2.5 | 3 | 4 | 5 | 5.5 | 6.5 | 8 | 9.5 | 11.5 | 13 | 16 |
| Base Damage | 6 | 10 | 16 | 24 | 32 | 42 | 65 | 94 | 128 | 168 | 262 |
| RP cost | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 125,000 | 250,000 | 300,000 | 600,000 | 1,200,000 |
Capacitor Recharge Rate
| Recharge Rate | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 12 | 16 | 20 | 25 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| RP cost | 1,000 | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 125,000 | 250,000 | 500,000 | 1,000,000 | 2,000,000 |
Energy Weapon Mount
Energy Weapon Mount allow to design a larger weapons than could normally be constructed using available technology. A ship can only mount one spinal weapon and they cannot be mounted in turrets. The possibilities are Standard Mount, Spinal Mount and Advanced Spinal Mount. A Spinal Mount increases the focal size by 25%, and an Advanced Spinal Mount increases it by 50%. This increases all bases stats, as discussed above.
| Reduction | Standard | Spinal Mount | Advanced Spinal |
|---|---|---|---|
| Focal Size | 1 | 1.25 | 1.5 |
| RP cost | - | 5,000 | 20,000 |
List of Components
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