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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]].
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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]].  


==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

Damage templates for different weapon types.

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 Calibre
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

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: EngineFuel StorageJump EnginePower Plants
Beam Weaponry: Beam Fire ControlLasersParticle BeamsMesonsHigh-Powered MicrowavePlasma CarronadeRailgunsGauss Cannons
Missile Weaponry: Missile Fire ControlMissile LaunchersMagazines
Defensive Systems: ArmorShieldsCIWSSensor JammerFire Control JammerMissile JammerDecoy LauncherCloaking Device
Maintenance and Repairs: Engineering SpacesMaintenance Storage BayDamage ControlMaintenance module
Carriers and Fighters: Hangar deckFighter Pod Bay
Sensors: Active SensorEM SensorThermal SensorGeological Survey SensorsGravitational Survey SensorsELINT Modules
Command and Control: BridgeFlag BridgeAuxiliary ControlScience DepartmentMain EngineeringCombat Information CentrePrimary Flight Control
Transportation: Cargo HoldTroop Transport BayCryogenic TransportPassenger Accommodation
Logistics: Cargo Shuttle BayRefuelling SystemOrdnance Transfer SystemTractor Beam
Production: Orbital Mining ModuleSorium HarvesterTerraforming ModuleJump Point Stabilisation ModuleSalvage Module