Table of Contents

Weapons

Weapon Systems

Name - Weapon Systems
Type - WeaponSystem
Function - Consume
Hard Points - 5

Integrity - 500
Minimum - 0
Tolerance - 0

Optimal - 1000
Maximum - 1000
Charge - 5
Bleed - 10


Name - Weapon Systems F1
Type - WeaponSystem
Function - Consume
Hard Points - 2

Integrity - 50
Minimum - 0
Tolerance - 0

Optimal - 200
Maximum - 200
Charge - 2
Bleed - 10

Cannons

All Cannons are Type - Weapon and Function - Store. All Cannons get their energy from the Weapon System, so the Optimal, Max, Charge, and Bleed are ignored. They are replaced by Energy and Recycle which are how much energy the weapon draws from the weapon system and how quickly it charges respectively.

Name APG GPG ION ION E6 PHOTON PR18 PULSE PULSE ER PULSE II
Company
Hard Points 1 1 1 1 1 1 1 1 1
Integrity 20 20 20 20 20 20 20 20 20
Minimum 0 0 0 0 0 0 0 0 0
Tolerance 0 0 0 0 0 0 0 0 0
Class Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile
Recycle 2 1 0.6 3 10 0.14 4 4 0.4
Energy 4 10 3 8 20 1 7 7 0.8
Speed 5000 8000 8000 8000 1500 9000 8000 8000 8000
Range 30000 35000 20000 20000 60000 20000 20000 80000 20000
Damage Type Piercing Piercing Electrical Electrical Radiation Piercing Piercing Piercing Piercing
Damage 4 3 2 30 1 10 10 10 0.25

Missile Systems

Missile Systems use ordinance for their loading times, speed, range, damage, and damage type.

Name - LRM (Long Range Missile)
Hard Points - 1

Integrity - 20
Minimum - 0
Tolerance - 0

Weapon Class - Missile
Recycle - 20
Energy - 2

Ammo 20
Max Ammo 100


Name - LRM FR (Long Range Missile Fast Reload)
Hard Points - 1

Integrity - 20
Minimum - 0
Tolerance - 0

Weapon Class - Missile
Recycle - 10
Energy - 2

Ammo 20
Max Ammo 100

Shields

All Shields are of Type - Shield and Function - Consume

Name Shield Generator Shield Generator 500 Shield Generator 4K
Company
Hard Points 4 4 4
STATS
Integrity 100 100 100
Minimum 0 0 0
Tolerance 0.9 0.9 0.9
LEVELS
Optimal 100 500 1000
Maximum 100 500 1000
Charge 1 1 5
Bleed 10 10 10

Components : Power | Movement | Weapons | Other