Difference between revisions of "User:Spagooty"

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Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.
|reason = Mining Ship is KIA as of [https://github.com/BeeStation/NSV13/pull/1760 #1760]
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==Operating the guns==
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{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}
{{Infobox_jobs
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As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.<br>
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<br>
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
|bgcolor = #cc9966
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=== [[File:PDCrack.gif]] Point Defense Cannons ===
|image = Generic_shaft.png
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<span style="font-size:1.2em;">Point Defense cannons (PDCs) are the lifeblood of short ranged combat</span>
|jobtitle = Shaft Miner
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<div class="mw-collapsible-content">
|caption = "-And tell science, if they want their diamonds. To give '''us the damn tech for it!'''"
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Serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.
|access = [[Mining Station]], Mining Station EVA, [[Cargo Office]], Mineral Storage
 
|access2 = [[Maintenance]], [[Cargo Bay]], MULEbot access, [[Quartermaster's Office]]
 
|difficulty = Hard
 
|supervisors = [[Quartermaster]] and [[Executive Officer]]
 
|rank = Specialist ('''SPC''')
 
|duties = Mine ores and process them into useful materials. Go on an adventure in mysterious ruins.
 
|guides = This is the guide, [[Guide to Fighters]]
 
}}
 
Welcome to the Frontier, Miner. Grab your Hardsuit, prepare the accelerators, we've got a busy day ahead.
 
  
'''Bare minimum requirements:''' Break rocks, collect ore and bring it back to the main ship for refining.
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Luckily for you, loading these cannons is as easy as firing them:
 +
# Go to the empty loading rack on the wall [[File:PDCEmpty.gif]]
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# Insert a Full PDC Ammo Box [[File:PDCAmmo.png]]
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</div></div>
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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=== [[File:Deck_gun.png]] Artillery Cannon (Deck Gun) ===
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<span style="font-size:1.2em;">The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant.</span>
 +
<div class="mw-collapsible-content">
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[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]
 +
They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br>
 +
Loading Naval Artillery goes like this:
 +
# Acquire a projectile: [[File:NACShells.gif]]
 +
# Arm the projectile with a multitool:[[File:Multitool.gif]] '''=>''' [[File:NAC_Shell_Armed.gif]] [[File:NAC_AP_Shell_Armed.gif]]
 +
# Drag it onto the Payload Loading Gate: [[File:NAC_Payload_Gate.png]] '''=>''' [[File:NAC_Payload_Gate_Loaded.png]]
 +
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant): [[File:NAC_Propellant.gif]]
 +
# Load the propellant into the Powder Loading Gate: [[File:NAC_Powder_Gate.png]] '''=>''' [[File:NAC_Powder_Gate_Loaded.png]]
 +
# Go to the console and hit "Pack from loader": [[File:NAC_Controls.png]]
 +
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.
 +
# Go back to the Console, and hit "Feed Shell": [[File:NAC_Controls.png]]
 +
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps
 +
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.
  
==Workin' In The Plasma Mine==
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To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT. A [[Hungry Gunpowder Bag|Hungry gunpowder bag]]'s dT% varies greatly depending on how much it has been fed.
[[File:Rocinante.png|thumb|right|The Rocinante, your workspace and home away from home.]]
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</div></div>
Being a miner can be somewhat tedious, but without your valiant efforts, the ship and it's crew will use up every scrap of materials they start with and descend into anarchy. You best know what you're doing before stepping out.
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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=== [[File:AMSComp.gif]] Autonomous Missile System (AMS) ===
 +
<span style="font-size:1.2em;">Control system for firing Missiles Automatically!</span>
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<div class="mw-collapsible-content">
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The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click "Payload Loaded" then "Payload Chambered". Don't forget to turn off safeties!
  
Your workplace, The depths of a space rock, has a couple risks:
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Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:
* Space - Cold, Empty and really doesn't like you. Without a hardsuit and Oxygen supply, you wont make it very long out there.
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==== Anti-ship ====
* Gibtonie - Nature's own Dynamite, while not a threat to those that are prepared. A close proximity blast can easily put you into crit or remove a limb.
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While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.
* Lifeforms - Not all asteroids are barren of life, and the few things that survive in the vacuum are not friendly. From space carp, Cave bats and even the occasional Space clown.
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==== Countermeasure ====
The risk of these hazards can be reduced by watching your surroundings and always having your accelerator on hand to help you out. Having some friends as backup can majorly reduce the risk and even the impact of these threats.
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If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.
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</div></div>
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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=== [[File:NewTorpTube.png|64px]] Torpedo Tubes ===
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<span style="font-size:1.2em;">Torpedo tubes are the slower, bulkier counterparts of VLS tubes.</span>
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<div class="mw-collapsible-content">
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Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.
  
You can click on an adjacent rock or run directly into it to begin picking or drilling the rock, but the Kinetic Accelerator is much faster and more efficient and you should be using that instead of a pickaxe or basic mining drill. Keep in mind that if you do decide to pick or drill your way through rock, you can have multiple dig jobs running at the same time to mine faster.
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To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press "Load tray", "Chamber Tray Payload", and finally "Disengage safeties" to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage
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====Maintenance====
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Torpedo tubes require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br>
 +
Note: Make sure there's nothing in the weapon and that the safeties are on, to prevent unnecessary explosions.
 +
# Unscrew the maintenance hatch on the primary external casing
 +
# Unbolt (wrench) the internal maintenance panel
 +
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed
 +
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place
 +
</div></div>
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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=== [[File:GaussGun.png|64px]] Gauss Guns===
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<span style="font-size:1.2em;">Gauss guns fire 300mm Teflon coated tungsten rounds.</span>
 +
<div class="mw-collapsible-content">
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Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.
  
===Working With Your Boss===
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To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.
Who is your boss? You answer to the Executive Officer, much like the rest of Supply -- but usually, you'll just be talking to the Quartermaster or other Miners. It's best to make some friends, as you'll be seeing your fellow miners a lot.
 
  
===The Objective===
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Gauss ammo racks can be upgraded by researching Guided Munitions, then printing the respective circuit board and applying it to the rack. Upgrading a gauss rack allows for rounds to be bump-loaded, meaning conveyor belts can be laid from gauss ammo dispensers directly to upgraded racks.
You're here to mine, so get digging! Once you're full to bursting with ores, drag your ore box back to the main ship and head to cargo where the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] sits. Drag the box next to the machine to automatically offload your ores and have them instantly processed into sheets. Then click "claim" to retrieve mining points as a reward for your hard work, these points will be placed on whatever ID is currently in the machine. Once you've deposited your ores. Check the Cargo Protolathe for those all important upgrades and head back to the Rocinante.
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</div></div>
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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=== [[File:Ship_BSA.png|96px]] Superliminal Bluespace Artillery ===
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<span style="font-size:1.2em;">Big Honking Space Gun, capable of not just annihilating your hearing, but also the enemy ship!</span>
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<div class="mw-collapsible-content">
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The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.
  
==How to Do the Do==
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Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.
===Gearing up===
 
# Gear up! From the mining equipment locker, you will need Meson Scanner goggles, a mining scanner, your pickaxe (optional), a bluespace shelter capsule and your standard issue proto-kinetic accelerator. If you want, there is also an additional mining satchel, and a shovel for digging up ash (for glass).
 
# Attach your seclite and knife to your proto-kinetic accelerator to save space, and to let you bash things harder without having to take out your knife.
 
# Use your voucher on a mining vending machine to select your choice of advanced mining tools, listed below.
 
# Head to the Rocinante EVA room to grab a hardsuit and breath mask, as well  as a bottle of oxygen, always carry a spare as they can fit in your backpack.
 
# Before you go, you'll want an Ore Box, which can hold an infinite amount of minerals. Ore boxes are available on the mining station, the mining shuttle and rarely on the field. More can be built with wood planks.
 
# For extra safety, grab a GPS device, set it to your name and tell the [[QM]] and other miners about it. If you're lucky, they will drag your lifeless body back to cloning.
 
  
===Consoles for Dummies===
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'''Ensure that it has a clear firing path to space.'''
[[File:RociCIC.png|thumb|right|The Bridge of the CIC, where you'll be most of the time between mining or getting drunk.]]
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</div></div>
Now this is where things get more complicated. So try to follow along.
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
The Image on the right shows each of the important consoles in coloured boxes, these are the:
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=== [[File:PDCrack.gif]] Flak cannons ===
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<span style="font-size:1.2em;">Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles.</span>
 +
<div class="mw-collapsible-content">
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They excel at defending against these forms of weaponry, but they have very limited range.
  
* Tactical Console in Red
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Operating them is simple:
* DRADIS Console in Green
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# Go to the empty loading rack on the wall [[File:PDCEmpty.gif]]
* Piloting Console in Blue
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# Insert a Full Flak Ammo Box [[File:FlakAmmo.png]]
* FTL Navigation Console in Yellow
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</div></div>
* FTL Spooling Console in Purple
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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=== [[File:coaxial_railgun.png|96px]] NT-ST049 'Sturm' coaxial railgun ===
 +
<span style="font-size:1.2em;">A hybrid Railgun Weapon, capable of switching between firing Railgun Slugs and Deck Gun Shells.</span>
 +
<div class="mw-collapsible-content">
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The Coaxial Railgun is a weapon that uses both Power and Physical Ammunition to fire a range of projectiles at the enemy vessels, however due to its mechanical parts, the thing requires maintenance from time to time.
  
You'll need to become familiar with most of these consoles if you want to do your job for more than five minutes. First, let's go over Piloting.
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The Coaxial Railgun, much like all railguns, uses electricity to produce a magnetic field in order to rapidly accelerate their ammunition, it is due to this reason that you need to keep an eye on the magnetic alignment of the field.  
  
===How to Drift like a Pro===
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If the field degrades too much it will affect the projectile velocity and increase the chances of a misfiring incident occurring.
Piloting in NSV operates on two systems, Mouse Controlled, and Laser Controlled. Mouse control causes the Ship to aim towards wherever your mouse is pointing, While laser will attempt to align it with wherever the laser on the front of the ship is pointing, which can be rotated with the Q and E keys.
 
  
To actually make the ship go fast, hold the W key to start moving. A few hotkeys to make note of are:
+
The weapon is capable of being switching configuration between firing Railgun Slugs and Deck Gun Shells pretty easily.
# ALT toggles the breaks, brings the ship to a stop rapidly and prevents acceleration until disabled.
 
# X toggles the Inertial dampeners, the thing decelerating your ship when you step off the gas.
 
# SHIFT activates a temporary speed boost, useful for gaining momentum or evading enemies.
 
# SPACE toggles between mouse and laser piloting.
 
  
Keep in mind, the Rocinante is a fast and manoeuvrable vessel, meaning it can easily outrun most enemies and do some fairly sick drifts.
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Operating the Railgun is a relatively easy thing to do:
 +
# Interact with the weapon to bring up its UI.
 +
# Drag the Power Allocation slider to the users desired allocation of power. '''Please note that this will result in a passive drain on the vessels power supply, so do not do this until the engine is setup and working properly.'''
 +
# Switch Configuration "I4- Configuration:" to the Ammunition of Choice, options being Railgun Slugs and Deck Gun Shells: [[File:Railgun_ammo.png]] [[File:NACShells.gif]]
 +
# Insert the ammunition you have chosen, if it's Railgun slugs then insert 5 Railgun Slugs into the Weapon, otherwise insert 1 Deck Gun Shell that has been armed: [[File:Railgun_ammo.png]] [[File:NACShells.gif]]
 +
# Interact with the weapon again to bring up its UI and press the button labeled "I1 - Payload loaded"
 +
# Press the button labeled "I2 - Payload chambered"
 +
# Press the button labeled "I3 - Weapon safeties" to turn off the safeties and prime the Weapon for firing.
 +
====Maintenance====
 +
The Coaxial Railgun requires maintenance when its used too much and when the Magnetic Alignment is out of align. You probably want to perform maintenance between each bout of combat.<br>
 +
Note: Make sure there's nothing in the weapon and that the safeties are on.  
  
===The DRADIS Console===
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In order to restore the Magnetic Alignment do the following:
[[File:RociDRADIS.png|thumb|right|The Rocinante DRADIAS, Clear of Signals]]
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# Unscrew the maintenance hatch on the primary external casing
Deep Space Radar! Around the Rocinante a large circle indicating sensor range, inside this circle signals will be identified and their name and affiliation revealed. Outside, they will just be known as "UNKNOWN" Use this console to locate asteroids and drive over to them. Once nearby, slam on the breaks and move to the Magnet Console. There's also the option to disable specific signals, but this is rarely used.
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# Unbolt (wrench) the internal maintenance panel
 +
# Restore the Alignment using a Multitool
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# Bolt (wrench) the panel.
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# Screw the maintenance hatch back into place.
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In order to repair the Gun Condition do the following:
 +
# Unscrew the maintenance hatch on the primary external casing
 +
# Unbolt (wrench) the internal maintenance panel
 +
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed
 +
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place
 +
</div></div>
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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=== [[File:Broadsides.png|96px]] SN 'Sucker Punch' Broadside Cannon ===
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<span style="font-size:1.2em;">The Starship Equivalent of a shotgun</span>
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<div class="mw-collapsible-content">
 +
The Broadside Cannon is a weapon that requires the ship to have its side facing the enemy vessel before you fire it, otherwise the weapon will miss the target entirely.
  
===FTL: Faster Than Light===
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The Broadside Cannon requires a secondary machine known as the Broadside Shell Packer Bench in order to produce the ammo for it. [[File:PackingBench.png]]
So you've cracked open every asteroid in your current sector eh? ''If you had any to begin with...''
 
The FTL Navigation and Spooling Console are the tools you need to keep mining for all eternity. First, head over to the Spooling console and set the spooling to 1. This will cause it to automatically begin spooling up, upon reaching 100% the ship will be able to jump to another sector. This is done in the Navigation Console.
 
  
Head over to the Navigation Console and Open it up. The Rocinante always starts in Lalande 21185, a Nanotrasen owned system. All systems have two rings, the Inner and Outer ring.
+
Loading the Broadside Cannon is relatively simple process:
The Inner ring shows what affiliation the System has, Blue is Nanotrasen, Orange is Unaligned, Red is Syndicate and Systems with no inner ring are Uncharted. The Outer ring is far simpler. Blue means you are there currently, Green means you are able to jump there and red means you cannot.
+
# Acquire Five Broadside Shell Casing: [[File:Broadside_casing.png]]
 +
# Insert the Casings into the Broadside Shell Packer Bench: [[File:PackingBench.png]] '''=>''' [[File:PackingBench_casings.png]]
 +
# Acquire Five Broadside Shell Loads: [[File:Broadside_load.png]]
 +
# Insert the Loads into the Broadside Shell Packer Bench: [[File:PackingBench_casings.png]] '''=>''' [[File:PackingBench_loads.png]]
 +
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant): [[File:NAC_Propellant.gif]]
 +
# Insert your propellant of choice into the Broadside Shell Packer Bench: [[File:PackingBench_loads.png]] '''=>''' [[File:PackingBench_full.png]]
 +
# Interact with the Broadside Shell Packer Bench and hit "Pack Casings" [[File:PackingBench.png]]
 +
# Load the produced Broadside Shells into the Broadside Cannon: [[File:Broadside_shells.gif]]
 +
# Voila! The Broadside Cannon is now ready to fire. After the cannon has fired repeat these steps if you have run out of ammo, otherwise repeat step 8
 +
</div></div>
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 +
=== [[File:PlasmaCaster.png|96px]] Magnetic Phoron Acceleration Caster ===
 +
<span style="font-size:1.2em;">Moth Plasma Gun, for Ship destruction!</span>
 +
<div class="mw-collapsible-content">
 +
The phoron caster is a high maintenance weapon that requires a lot of attention to be fired and a lot of attention after it's fired.  
  
To jump to a system, select a system with a green outer ring and press the "Jump to System" Button. This will cause a short warm up sequence before jumping into FTL.  
+
The steps for firing are as follows:
'''WARNING''' Jumping will bring any nearby fighters with the ship. Once you jump into FTL, the Spooling Console will shut down, and you are able to restart the spooling process.
+
# Locate a plasma gas canister and fasten it to the nearby connector: [[File:Plasma_Canister.png]]
[[File:Starmap.png|thumb|right|Upon opening the Navigation console, you should be greeted with this.]]
+
# Turn on the gas regulator, this will begin to fill up the Plasma Capacitor Charge on the weapon's UI. [[File:Plasma_Regulator.png]]
 +
# Once the Capacitor Charge is at 100%, turn off the gas regulator. [[File:Plasma_Regulator.png]]
 +
# Take a phoron core and insert it into the main weapon itself [[File:Plasma_Core.png]]
 +
# On the weapon's UI, click the "Condense Phoron Mass button"
 +
# On the weapon's UI, click the "Commence Magnetic Charge"
 +
# On the weapon's UI, click the "Release Constrictor Field button". This button acts as a safety and will constantly lower the Field Integrity.
 +
# Use the TAC Console on the bridge to fire the weapon. [[File:Tactical.gif|32px]]
 +
Warnings:
 +
* Every time the weapon is fired or misfires, the weapon's Alignment will degrade.
 +
* If the weapon's alignment is less than 90%, is has a greater chance of misfiring.
 +
* The weapon will not fire if the gas regulator is on or if the splines aren't fully restored.
 +
*When the weapon is fired, the Splines will automatically go to 0%. This will replenish over time.
 +
* Do not try to disassemble this weapon, you will regret it.
 +
* The gas regulator will only take plasma gas, and no other gas.
 +
* If the weapon's splines or field integrity stop restoring for any reason, toggle the constrictor field off and on again.
 +
* This weapon will blind you if you're not wearing eye protection while in its presence.
 +
* This weapon cannot target fighters or other small ships.  
 +
</div></div>
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 +
=== [[File:Burst_Phaser.png]] Burst Phaser MK2 ===
 +
<span style="font-size:1.2em;">A coaxial laser system, capable of firing controlled laser bursts at a target.</span>
 +
<div class="mw-collapsible-content">
 +
These energy weapons are fired in the direction the ship is currently facing, and is fired by the '''Ship Pilot''', as such you need to point the nose of the ship directly at the enemy in order to have a guaranteed chance of hitting it.  
  
===Life beyond smashing rocks===
+
Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:
# The Rocinante has a full bar and kitchen, go get wasted if you think you've provided more materials than would ever be needed.
+
# Interact with the Burst Phaser Weapon
# Print [[Research items#Advanced Plasma Cutter|Advanced Plasma Cutters]] and [[Research items#Mining Satchel of Holding|Mining Satchels of Holding]] at the cargo protolathe for even more efficient mining.  
+
# Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.
# Get your grubby hands on some upgrades for the ship DRADIS and Manget Consoles to bring in more valuable ores.
+
# Press the "Enable Charging" button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.
# '''NOT RECOMMENDED FOR NEW MINERS... OR AT ALL''' Drive the Rocinante into combat and fire your singular gun at enemies, Just watch out for boarding vessels as you are priority number one.
+
</div></div>
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 +
=== [[File:Phase_Cannon.png]] Phase Cannon ===
 +
<span style="font-size:1.2em;">An extremely powerful directed energy weapon which is capable of delivering a devastating beam attack.</span>
 +
<div class="mw-collapsible-content">
 +
This energy weapon behaves similarly to the Deck Guns in terms of aiming, meaning you can be performing a valiant tactical advance in the opposite direction of the enemy and still have a vague chance to hit the target.  
  
===Voucher equipment===
+
Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:
You start the shift with a complimentary mining voucher, worth one free item out of a selection of four. These items, and their strengths, are:
+
# Interact with the Phase Cannon
* '''Survival Capsule and Explorer's Webbing:''' The webbing (you put on your belt slot) allows you to carry even more mining equipment - having a second shelter capsule is nice too. 900 pts value.
+
# Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.
* '''Resonator Kit:''' Comes with a resonator, explorer's webbing, mini extinguisher and advanced scanner. While the resonator is underwhelming, the advanced scanner has almost twice the scanning range and updates much faster. 2100 pts.
+
# Press the "Enable Charging" button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.
* '''Mining Drone:''' A little companion that helps in storing ore and hunting wildlife. Only useful once you install the sentience upgrade module. Comes with an industrial welding tool, a welding mask and a KA modkit that allows shots to pass through the drone. ~800 pts.
+
</div></div>
* '''Extraction and Rescue Kit:''' Contains a fulton extraction pack and a beacon, which allows you to send back home minerals, items and dead miners without having to use the ferry. As a bonus, you get 30 marker beacons too. 1700 pts.
+
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
* '''Crusher Kit:''' Contains a proto-kinetic crusher, a chest webbing like the capsule kit, an advanced scanner and a mini fire extinguisher. The crusher is two-handed and hard to use without getting hit, but has a chance to make fauna drop powerful trophies. 2450 pts.
+
=== [[File:Laser_Missile_cannon.png]] Laser Anti Missile System ===
* '''Mining Conscription Kit''': A duffle bag full of basic items for one conscript - Proto-kinetic accelerator, survival knife, seclite, explorer's suit, mesons, mining scanner and satchel, gas mask, a supply radio key and a special card that adds mining access to IDs. Good for when you want to recruit <s>metafriends</s> fresh conscripts. 1500 pts.
+
<span style="font-size:1.2em;">The Energy Weapon equivalent of a modified Autonomous Missile System</span>
 +
<div class="mw-collapsible-content">
 +
Primarily designed to shoot down missiles using lasers rather than firing missiles at missiles and hoping it will work itself out, could probably be used for other shenanigans, such as boiling eggs
  
==Default Gear==
+
Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:
The following is a list of default mining equipment:
+
# Interact with the Laser Anti Missile System
 
+
# Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.
====Essential Equipment====
+
# Press the "Enable Charging" button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"
+
</div></div>
! scope="col" style="background-color:lightblue;" width=200|Item
+
==Acquiring ammunition==
! scope="col" class="unsortable" style="background-color:lightblue;" |Description
+
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat <s> you're fucked </s>, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 +
===PDC===
 +
<div class="mw-collapsible-content">
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! scope="col" class='unsortable' |Icon
 +
! scope="col" style='width=25%' |Name
 +
! scope="col" style='width=25%' |Purchasable
 +
! scope="col" style='width=25%' |Crate Name
 
|-
 
|-
![[File:Hardsuit2.png|32px]]<br>Mining Hardsuit
+
|[[File:PDCAmmo.png]]
|The Standard issue hardsuit provided on the Rocinante, providing full EVA protection, light armour and an inbuilt helmet. Which has the ability to activate lights on the helmet for some EXTRA light. Wearing the suit does provide some slowdown in regular areas. The suit allows an oxygen tank to be placed on your back.
+
|Point Defense Cannon Ammo (30.12x82mm)
 +
|Yes
 +
|PDC mount rounds (x5)
 
|-
 
|-
![[File:ExplorerGasMask.gif|32px]]<br>Explorer Gas Mask and [[Oxygen]] Tank
+
|}
|So you can have oxygen when mining. Oxygen tanks are available from the tank storage unit, and can be worn on your suits storage slot. You can also use your emergency oxygen tank which can be placed on your suit. Running out of oxygen is unlikely with the full sized tank.
+
</div></div>
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 +
===Flak===
 +
<div class="mw-collapsible-content">
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! scope="col" class='unsortable' |Icon
 +
! scope="col" style='width=50%' |Name
 +
! scope="col" style='width=50%' |Found
 
|-
 
|-
![[File:MGlasses.png|32px]] [[File:Miningscanner1.gif|32px]]<br>[[Meson Goggles|Meson Scanners]] and Automatic Mining Scanner
+
|[[File:FlakAmmo.png]]
|Activating the scanner will briefly flash any ore on screen - it works even inside a box. Can be used to stop gibtonite from exploding.
+
|40mm Flak Rounds
 +
|Acquired Through Traders
 
|-
 
|-
![[File:GPSm.gif|32px]]<br>Global Positioning System, GPS
+
|}
|The crew monitoring console back on the main ship won't catch your suit sensor signal all the way over on the Rocinante. Having one of these on you will help others track down your body if you happen to develop a case of the dead. In addition it can be used to locate other miners (who bothered to take it).  Be sure to set your name on the GPS.
+
</div></div>
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 +
===Deck Gun===
 +
<div class="mw-collapsible-content">
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! scope="col" class='unsortable' |Icon
 +
! scope="col" style='width=25%' |Name
 +
! scope="col" style='width=25%' |Purchasable
 +
! scope="col" style='width=25%' |Crate Name
 +
! scope="col" style='width:25%' |Researchable
 +
! scope="col" style='width:25%' |Printable in
 
|-
 
|-
![[File:KineticAccelerator.png|32px]]<br>Proto-kinetic Accelerator
+
|[[File:NAV_Shell.png]]
|A standard issue gun. The good part is that it packs a punch in a low pressure environment, is very good at digging and has infinite shots. The bad part is that it tickles in pressurized environments, has a cooldown after each shot, and has a range of three steps. Can be dual wielded at the price of lower accuracy and speed.<br>
+
|FTL-13 Naval Artillery Round
KAs deal brute damage (40 standard/10 in pressurized rooms), but count as explosive versus armor. That way, suits like bomb suits and the RD hardsuit can negate 90% of the damage dealt.
+
|Yes
 +
|Naval Artillery Shells (x10)
 +
|Yes
 +
|Munitions Techfab
 
|-
 
|-
![[File:Survivalknife.gif|32px]]<br>Survival Knife
+
|[[File:NAV_Cannonball.png]]
|Use it for butchering the wildlife (hit while on harm intent). It's as strong against mobs as a pickaxe, but you can't mine with it. You can store it in your boots to save space, but remember to alt-click the boots to draw the knife back out. Alternatively, stick it on your KA.
+
|Cannonballs
 +
|Yes
 +
|Cannonballs (x10)
 +
|No
 +
|N/A
 
|-
 
|-
![[File:Stimpen.png|32px]]<br>Survival Medipen
+
|[[File:NAV_AP_Shell.png]]
|A cocktail of powerful healing chemicals. Contains Salbutamol, Leporazine, Epinephrine, Mining Nanites and Omnizine. Heals all types of damage and stabilizes body temperature.
+
|TX-101 Armour Penetrating Naval Artillery Round
 +
|No
 +
|N/A
 +
|Yes
 +
|Munitions Techfab
 
|-
 
|-
![[File:BScapsule.png|32px]]<br>Bluespace shelter capsule
+
|[[File:Gunpowder_bag.png]]
|Activate this in your hand, and it'll near instantly produce a beautiful shelter. The shelter contains a cupboard which contains a guitar (or dice) and some donk pockets. It also has a stasis bed which requires another person to use. Never leave home without one. You're issued one for free in your the mining lockers on station.
+
|Gunpowder Bag
 +
|Yes
 +
|Powder bags (x10)
 +
|Yes
 +
|Munitions Techfab
 
|-
 
|-
![[File:OreSatchel.png|32px]]<br> Ore Satchel
+
|[[File:Plasma-Accelerant.png]]
|For carrying ore without using a mining cart, holds 50 ore nuggets. Empty it into boxes by using the satchel on them.<br> Newbie tip: Put it in one of your pocket slots, then start dragging an ore box. Any ore you walk over will be transferred to the box.
+
|Plasma-Based Projectile Accelerant
 +
|No
 +
|N/A
 +
|Yes
 +
|Munitions Techfab
 
|-
 
|-
![[File:OreBox2.png|32px]]<br>Ore box
+
|}
|Used for carrying huge amounts of ore. While a satchel can only hold 50 nuggets, this can hold an unlimited sum. You cannot carry it, but you can drag it with you.<br>
+
</div></div>
Use your satchel on the box to empty it into the box. Even better: Drag it behind you with an ore satchel in your pocket.
+
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
|-
+
===Torpedoes and Missiles===
![[File:Voucher.gif|32px]]<br>Mining Voucher
+
<div class="mw-collapsible-content">
|Found in your backpack, exchange this at the mining equipment locker for one of several selections which include various mining items.
+
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!
|-
+
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"
![[File:Seclite.png|32px]]<br>Seclite
+
! rowspan="2" style='background-color:#cce6ff;'|[[File:MissileTorp.gif]]<br>Missiles/Torpedoes
|A beefed up flashlight. Put this on your KA to free up inventory space.
+
! style='background-color:#99ccff; width:20%'|Requires to build
 +
! style='background-color:#99ccff'|How to build
 +
! style='background-color:#99ccff; width:20%; text-align: center'|Tools
 
|-
 
|-
 +
|
 +
[[File:Metal.png|Metal]]x5-15 (Depending on the Type)<br>
 +
[[File:Trop_prop.png|Propulsion System]]x1<br>
 +
[[File:Torp_guide.png|Guidance System]]x1<br>
 +
[[File:Torp_iff.png|IFF card]]x1<br>
 +
[[File:CableCoils.png|Cable]]x5<br>
 +
[[File:Warheads.gif|Warhead]]x1<br>
 +
|
 +
# Get a casing, either made from metal or ordered from cargo.
 +
# Add the '''Propulsion System'''
 +
# '''Wrench''' the propulsion into place.
 +
# Add the '''Guidance System'''
 +
# '''Screwdriver''' the guidance system in place.
 +
# Add the '''IFF card'''
 +
# '''Screwdriver''' the card in place.
 +
# Add the '''Warhead'''
 +
# '''Wrench''' the warhead in place.
 +
# '''Wire''' it.
 +
# '''Wrench''' once more.
 +
# '''Weld''' it all together.
 +
|
 +
[[File:Wrench.png|Wrench]]<br>
 +
[[File:Screwdriver tool.png|Screwdriver]]<br>
 +
[[File:Crowbar.png|Crowbar]]<br>
 +
[[File:Wirecutters.png|Wirecutter]]<br>
 +
[[File:Welder.png|Welding tool]]
 
|}
 
|}
 +
There are a total of six different types of torpedoes you can make. Each serves a different purpose.
 +
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike.
 +
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships.
 +
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them.
 +
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons.
 +
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods.
 +
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.
 +
Unfortunately it's only possible to construct one type of missile right now.
 +
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage.
 +
====Autonomous Missile Factory====
 +
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]
 +
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.
  
====Miscellaneous Equipment====
+
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.
Items that, while not critical to take, can be situationally useful.
+
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want.  
  
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"
+
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.
! scope="col" style="background-color:lightblue;" width=200|Item
+
</div></div>
! scope="col" class="unsortable" style="background-color:lightblue;" |Description
+
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 +
===Broadside Cannon===
 +
<div class="mw-collapsible-content">
 +
To create more Broadside Shells, do the following:
 +
# Acquire Five Broadside Shell Casing: [[File:Broadside_casing.png]]
 +
# Insert the Casings into the Broadside Shell Packer Bench: [[File:PackingBench.png]] '''=>''' [[File:PackingBench_casings.png]]
 +
# Acquire Five Broadside Shell Loads: [[File:Broadside_load.png]]
 +
# Insert the Loads into the Broadside Shell Packer Bench: [[File:PackingBench_casings.png]] '''=>''' [[File:PackingBench_loads.png]]
 +
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant): [[File:NAC_Propellant.gif]]
 +
# Insert your propellant of choice into the Broadside Shell Packer Bench: [[File:PackingBench_loads.png]] '''=>''' [[File:PackingBench_full.png]]
 +
# Interact with the Broadside Shell Packer Bench and hit "Pack Casings" [[File:PackingBench.png]]
 +
To acquire more Shell casings or shell loads, see the following Table:
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! scope="col" class='unsortable' |Icon
 +
! scope="col" style='width=25%' |Name
 +
! scope="col" style='width=25%' |Purchasable
 +
! scope="col" style='width=25%' |Crate Name
 +
|-
 +
|[[File:Broadside_casing.png]]
 +
|Broadside Shell Casing
 +
|Yes
 +
|Empty Broadside Casings/Broadside Pack
 +
|-
 +
|[[File:Broadside_load.png]]
 +
|Broadside Shell Loads
 +
|Yes
 +
|Broadside Loads/Broadside Pack
 
|-
 
|-
![[File:Pickaxe.png|32px]]<br>Pickaxe
+
|}
|Somewhat antiquated thanks to the prevalence of the proto-kinetic accelerator and resonator. Nevertheless it can be used to dig wide tunnels, robust things in melee combat and as a backup if you lose your resonator. It can also fit inside a belt chest webbing.
+
</div></div>
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 +
===Magnetic Phoron Acceleration Caster===
 +
<div class="mw-collapsible-content">
 +
{{Test Merge
 +
|link = [https://github.com/BeeStation/NSV13/pull/2132 #2132]
 +
}}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! scope="col" class='unsortable' |Icon
 +
! scope="col" style='width=25%' |Name
 +
! scope="col" style='width:25%' |Researchable
 +
! scope="col" style='width:25%' |Printable in
 
|-
 
|-
![[File:Shovel.png|32px]]<br>Shovel
+
|[[File:Plasma_Core.png]]
|Gathering sand. You can stick this in your backpack. A crappier version of a compact pickaxe
+
|Condensed Phoron Core
 +
|Yes
 +
|Munitions Techfab
 
|-
 
|-
![[File:Crowbar.png|32px]]<br>[[Crowbar]]
 
|For removing KA mods, or just in case when there is a blackout. Spawns in your box.
 
 
|}
 
|}
 +
</div></div>
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 +
===NT-ST049 'Sturm' coaxial railgun===
 +
<div class="mw-collapsible-content">
 +
The method of acquiring more railgun slugs for this weapon is semi-complicated.
  
==Advanced Gear==
+
You need to locate the "Defunct Railgun Techology Munitions Technology Disk" which can be found in Munitions, assuming some clown hasn't eaten it or it's been dusted in the Supermatter shard.
The following are more advanced items that need to be purchased from a mining equipment vendor, with credits:
 
  
====Voucher/Reward Equipment====
+
With this Technology Disk you need to upload the blueprints to the Techweb using a Research and Development Console, '''DO NOT DELETE THE BLUEPRINTS CONTAINED ON IT'''.  
These items can either be acquired from a voucher, or can be bought with money/credits, usually earned from delivering ore to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] on the station. Prices are included.
 
  
{{Item
+
After you have uploaded the blueprints you can now print the Railgun Slugs in either the Cargo or Munitions Techfab
|name=Mining Equipment Vendor
+
</div></div>
|bgcolor1 = #cc9966
+
==You're ready==
|bgcolor2 = #cc9966
+
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.
|image = Mining_vendor_default.png
+
==More Dakka==
}}
+
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.
  
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable mw-collapsible mw-collapsed"
+
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.
|+Mining Equipment Vendor List
+
 
! scope="col" style="background-color:lightblue;" width=200|Item
+
With that out of the way, here is a tip if you want to arm your ship:
! scope="col" class="unsortable" style="background-color:lightblue;" |Description
+
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.
!<span style="display: none;">c</span>Price
+
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.
 +
Here is how you can construct ship weaponry:
 +
=== PDC loading rack ===
 +
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"
 +
!rowspan="2" style='background-color:#cce6ff;'|[[File:PDCrack.gif]]<br>PDC loading rack
 +
! style='background-color:#99ccff; width:20%'|Requires to build
 +
! style='background-color:#99ccff'|How to build
 
|-
 
|-
!1 Marker Beacon
+
|[[File:Metal.png|Metal]]x5<br>[[File:CableCoils.png|Cable]]x4<br>[[File:Circuitboard.png|Point Defense Cannon circuit board]]Point Defense Cannon circuit board<br>[[File:Micro Manipulator.png|Micro-mainpulator]]x4<br>[[File:Capacitor.png|Capacitor]]x2<br>[[File:Matter bin.png|Matter bin]]x3<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]
|A glowing prism stone that you can anchor to the ground. Useful if you tend to get lost.
+
|style="vertical-align: top; padding: 10px;"|
!<span style="display: none;">a</span>10 Credits
+
# Build and the PDC loading rack frame from '''5 metal'''
 +
# '''Put''' it on a wall
 +
# '''Wrench''' it on
 +
# '''Wire''' it
 +
# Add the '''Circuit board'''
 +
# Add '''4 micro-manipulators'''
 +
# Add '''2 capacitors'''
 +
# Add '''3 matter bins'''
 +
## You can do this using an RPED
 +
# Add the '''Firing electronics'''
 +
## The order of these 4 steps does not matter
 +
# '''Screwdriver''' it to finish the machine
 +
<br>
 
|-
 
|-
!10 Marker Beacon
+
!colspan="3" style="background-color:#99ccff"|How to deconstruct
|Same as above, but 10 beacons.
 
!<span style="display: none;">a</span>100 Credits
 
 
|-
 
|-
!30 Marker Beacon
+
!colspan="1"  style='background-color:#99ccff; width:20%'|Tools
|Same as above, but 30 beacons.
+
|rowspan="2" colspan="3"|
!<span style="display: none;">a</span>300 Credits
+
# '''Screw''' the maintenance panel out
 +
# '''Pry''' the parts out
 +
# '''Cut''' the wiring
 +
# '''Unwrench''' the frame
 +
# '''Lift it off''' the wall with your hands
 
|-
 
|-
![[File:Whiskey_bottle.png|32px]]<br>Whiskey
+
|colspan="1" style="text-align: center;"|
|A bottle of alcohol, helps you forget you literally work in hell.
+
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]
!<span style="display: none;">a</span>100 Credits
+
|}
|-
+
=== Torpedo Tube ===
![[File:Absinthe_bottle.png|32px]]<br>Absinthe
+
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"
|A bottle of alcohol, helps you forget you literally work in hell.
+
!rowspan="2" style='background-color:#cce6ff;'|[[File:NewTorpTube.png|64px]]<br>Torpedo Tube
!<span style="display: none;">a</span>100 Credits
+
! style='background-color:#99ccff; width:20%'|Requires to build
|-
+
! style='background-color:#99ccff'|How to build
![[File:Cigar.png|32px]]<br>Cigar
 
|A high-quality havana cigar.
 
!<span style="display: none;">a</span>150 Credits
 
|-
 
![[File:Soap.png|32px]]<br>Soap
 
|A bar of slippery soap.
 
!<span style="display: none;">a</span>200 Credits
 
|-
 
![[File:Laser_Pointer.png|32px]]<br>Laser Pointer
 
|Just a laser pointer, don't shite it into people's eyes. Useful against rogue [[Cyborg|Cyborgs]].
 
!<span style="display: none;">a</span>300 Credits
 
|-
 
![[File:Facehugger.png|32px]]<br>Toy Facehugger
 
|An extremely realistic-looking facehugger toy, to prank the crew with. Latches onto faces and tears off masks.
 
!<span style="display: none;">a</span>300 Credits
 
|-
 
![[File:Bottle17.png|32px]]<br>Stabilizing Serum
 
|Currently useless, but looks quite pretty.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:Fulton_beacon.png|32px]]<br>Fulton Beacon
 
|Creates an anchored beacon when used in hand that fulton packs can target as a drop-off point.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:BScapsule.png|32px]]<br>Bluespace Shelter Capsule
 
|The Shelter Capsule is indispensable for long expeditions: it creates an ash-storm proof 3x3 room complete with breathable air, a sleeper and some warm donk-pockets.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:Gar_mesons.png|32px]]<br>GAR Mesons
 
|A pair of very sharp meson scanners. Can be thrown as a weapon, with a chance to embed.
 
!<span style="display: none;">a</span>500 Credits
 
|-
 
![[File:Miner_webbing.png|32px]]<br>Chest Webbing
 
|Can be worn on the belt slot, stores mining equipment.
 
!<span style="display: none;">a</span>500 Credits
 
|-
 
![[File:Stimpen.png|32px]]<br>Survival Medipen
 
|Contains several healing and heat-stabilizing chemicals. Using more than one in a short period will cause several overdoses.
 
!<span style="display: none;">a</span>500 Credits
 
|-
 
![[File:Box.png|32px]]<br>Brute First-Aid Kit
 
|Contains bandages and brute-healing patches.
 
!<span style="display: none;">a</span>600 Credits
 
|-
 
![[File:Implanter.png|32px]]<br>Tracking Implant Kit
 
|Contains three tracking implants and a locator; useful if you want others to find your corpse for up to 10 minutes after death.
 
!<span style="display: none;">a</span>600 Credits
 
|-
 
![[File:Jaunter.png|32px]]<br>Wormhole Jaunter
 
|One-use item that creates a wormhole to a random beacon on station. The portal is unstable and will make you dizzy after using it.
 
!<span style="display: none;">a</span>750 Credits
 
|-
 
![[File:Kinetic_crusher.png|32px]]<br>Proto-kinetic Crusher
 
|A powerful two-handed melee weapon. Shoots kinetic bolts that don't deal damage, but can mark large creatures making the hammer deal increased damage (20->50 Brute) when used on them. It will deal even greater damage (80) on backstab.<br> What makes the Crusher special, is that enemies killed by it have a chance to drop '''trophies''', powerful "modkits" that can be attached to the Crusher.
 
!<span style="display: none;">a</span>750 Credits
 
|-
 
![[File:KineticAccelerator.png|32px]]<br>Proto-kinetic Accelerator
 
|The classic mining weapon. Buy it from here if you did not get one at roundstart.
 
!<span style="display: none;">a</span>750 Credits
 
|-
 
![[File:Miningscanner2.gif|32px]]<br>Advanced Mining Scanner
 
|A upgrade over the default Mining Scanner. This tool has a much larger detection radius of seven tiles (the entire screen), and updates more frequently.
 
!<span style="display: none;">a</span>800 Credits
 
|-
 
![[File:Resonator.png|32px]]<br>Resonator
 
|Another deadly tool. This will, when used on rock or an empty space, create a field on that spot that lasts for about five seconds before rupturing, causing serious damage (60 Brute) to anything standing on it. Just like the kinetic accelerator, it does reduced damage (20) in pressurized environments. You can activate it in your hand to switch the field to last between 3 and 5 seconds. Using it on an already-marked spot will instantly rupture the field.
 
!<span style="display: none;">a</span>800 Credits
 
|-
 
![[File:Fulton_pack.png|32px]]<br>Fulton Extraction Pack
 
|A balloon that can be used to extract equipment or personnel who are outside (not within the station or the mining base) to a Fulton Recovery Beacon. Anything not bolted down can be moved. Swap which beacon the pack is aiming at by using the pack in hand. It has a limited number of uses, examine the pack to check how many are left.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
!Lazarus Injector
 
|A miracle injection capable of reviving simple living beings from death, making them friendly to you and the crew. Useless on humans, monkeys, and other complex living beings. Resurrect Ian for all access from a thankful Executive Officer! Or make yourself a space carp. The Lazarus injector can be EMP'd to make revived mobs hostile to everyone but you. Also useful for bartering with the XO or any staff with a pet.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Pickaxe.png|32px]]<br>Silver-plated Pickaxe
 
|Slightly better than the default pickaxe, but still a lot worse than your starting KA.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Dufflebag.png|32px]]<br>Mining Conscription Kit
 
|Contains a proto-kinetic accelerator, survival knife, seclite, mesons, an ore scanner and satchel, an explorer suit and gas mask, a supply encryption key and a card which adds mining access to IDs.
 
!<span style:display: none;">a</span> 1500 Credits
 
 
|-
 
|-
![[File:Mining_jetpack.png|32px]]<br>Mining Jetpack Upgrade
+
|[[File:Metal_r.png|Plasteel]]x4<br>[[File:Nanoglass.png|Nanocarbon glass]]x6<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br>
|A jetpack that you can attach to any hardsuit for better mobility.
+
|style="vertical-align: top; padding: 10px;"|
 +
#  Build Torpedo Tube frame from 4 '''Plasteel Sheets'''
 +
# '''Wrench''' it into place
 +
# '''Weld''' it to the floor
 +
# Add the '''Nanocarbon glass''' for the barrel
 +
# '''Wrench''' the barrel in
 +
# '''Wire''' the frame
 +
# Add the '''Firing Electronics'''
 +
# '''Screw''' the electronics in
 +
# Add the '''Nanocarbon glass''' for the door
 +
# '''Wrench''' the door in place
 +
# '''Screw''' the maintenance hatch
 +
<br>
 
|-
 
|-
![[File:Mining_Hardsuit.png|32px]]<br>Mining Hardsuit
+
!colspan="3" style="background-color:#99ccff"|How to deconstruct
|An extra hardsuit if you need to buy a new one for somebody, or you lost your old one.
 
!<span style="display: none;">a</span>2000 Credits
 
 
|-
 
|-
![[File:Pickaxe.png|32px]]<br>Diamond Pickaxe
+
!colspan="1"  style='background-color:#99ccff; width:20%'|Tools
| For when you want something shinier and better than your default pickaxe and the scientists are either too lazy or too dead to make drills or jackhammers. STILL worse than a basic KA.
+
|rowspan="2" colspan="3"|
!<span style="display: none;">a</span>2000 Credits
+
# '''Screw''' the maintenance panel out
 +
# '''Wrench''' the inner casing
 +
## Note: The weapon can now be lubricated
 +
# '''Pry''' the casing out
 +
# '''Unscrew''' the door frame
 +
# '''Wrench''' the door out
 +
# '''Pry''' the door out of the frame
 +
# '''Unscrew''' the electronics
 +
# '''Pry''' the electronics out of their place
 +
# '''Cut''' the wires away
 +
# '''Unbolt''' the barrel
 +
# '''Pry''' the barrel out
 +
# '''Unweld''' the frame from the floor
 +
# '''Unbolt''' the frame
 +
# '''Weld''' the frame apart
 
|-
 
|-
![[File:Adv resonator.png|32px]]<br>Super (Upgraded) Resonator
+
|colspan="1" style="text-align: center;"|
|Like the regular resonator, but able to have 6 fields active at a time - with no damage penalty for fields that are detonated early.
+
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]
!<span style="display: none;">a</span>2500 Credits
 
|-
 
![[File:Jump_boots.png|32px]]<br>Jump Boots
 
|A pair of boots that allow you to jump over three tiles, skipping chasms. Does not prevent lava damage, however.
 
!<span style="display: none;">a</span>2500 Credits
 
|-
 
![[File:BScapsule.png|32px]]<br>Luxury Shelter Capsule
 
|Tired of cramped shelter capsules? This is for you! Comes with a three-course meal, a deluxe companion and much more.
 
!<span style="display: none;">a</span>3000 Credits
 
|-
 
![[File:BScapsule.png|32px]]<br>Luxury Elite Bar Capsule
 
|A luxury bar in a capsule. Bartender required and not included.
 
!<span style="display: none;">a</span>10000 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA White Tracer Rounds Mod
 
|A modkit that makes your KA's projectile flight path visible, in a white color.
 
!<span style="display: none;">a</span>100 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA Adjustable Tracer Rounds Mod
 
|A modkit that makes your KA's projectile flight path visible. Use in hand to cycle between colors.
 
!<span style="display: none;">a</span>150 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>Super KA Chassis Mod
 
|A modkit that makes your KA look yellow, like one of the no longer existing Super-Kinetic Accelerators.
 
!<span style="display: none;">a</span>250 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>Hyper KA Chassis Mod
 
|A modkit that makes your KA look orange, like one of the no longer existing Hyper-Kinetic Accelerators.
 
!<span style="display: none;">a</span>300 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA Range Mod
 
|A modkit that increases your KA's range by 1.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA Damage Mod
 
|A modkit that increases your KA's damage by 10.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA Cooldown Mod
 
|A modkit that reduces your KA's cooldown by 0.25 seconds.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA AoE Damage Mod
 
|A modkit that makes your KA hit in a 3x3 AoE, dealing 20% of the original damage per modkit.
 
!<span style="display: none;">a</span>2000 Credits
 
|-
 
![[File:MiningDrone.png|32px]]<br>Mining Drone
 
|This helpful little guy goes around collecting loose ore so you don't have to. Will drop its haul when you hit it with the mining scanner. Clicking on it with an empty hand will toggle it between ore collection and wildlife fighting mode, where it will attack xenos with its built-in kinetic accelerator and drill. Will not pick up sand with no nearby ore around, for some reason. Comes with an upgraded welding tool if redeemed via voucher. It cannot be repaired while it is fighting. It can be further upgraded with special modules bought from the vending machine to increase its effectiveness.
 
!<span style="display: none;">a</span>500 Credits
 
|-
 
![[File:Circuitboard.png|32px]]<br>Drone: Melee Upgrade
 
|Increases the Drone's melee damage.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:Circuitboard.png|32px]]<br>Drone: Health Upgrade
 
|Increases the Drone's health.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:Circuitboard.png|32px]]<br>Drone: Ranged Upgrade
 
|Decreases the Drone's ranged weapon's cooldown.
 
!<span style="display: none;">a</span>600 Credits
 
|-
 
![[File:Circuitboard.png|32px]]<br>Drone: AI Upgrade
 
|Installs a high tech AI into the Drone (grants a ghost control over the Drone).
 
!<span style="display: none;">a</span>1000 Credits
 
 
|}
 
|}
 
+
=== VLS launch tube ===
==RnD Gear==
+
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"
The following is a list of advance items that can be acquired only from RnD, using a combination of minerals and high tech research.
+
!rowspan="2" style='background-color:#cce6ff;'|[[File:AMS tube.png]]<br>VLS launch tube
 
+
! style='background-color:#99ccff; width:20%'|Requires to build
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable mw-collapsible mw-collapsed"
+
! style='background-color:#99ccff'|How to build
|+RnD Gear
 
! scope="col" style="background-color:lightblue;" width=200|Item
 
! scope="col" class="unsortable" style="background-color:lightblue;" |Description
 
|-
 
![[File:miningdrill.png|32px]]<br>Mining Drill
 
|Can be acquired early on from RnD. It's twice as fast as the standard Pickaxe but is quickly superseded by better variants and is expensive for what it gives.
 
|-
 
![[File:diamonddrill.png|32px]]<br>Diamond Tipped Mining Drill
 
|Very powerful drill, able to almost instantly mine mineral walls. Very expensive in terms of Diamonds needed to produce however.
 
 
|-
 
|-
![[File:Sonic Jackhammer.png|32px]]<br>Sonic Jackhammer
+
|[[File:Metal.png|Metal]]x35<br>[[File:Titaniumdone.png|Titanium]]x20<br>[[File:Copperdone.png|Copper]]x20<br>[[File:CableCoils.png|Cable]]x10<br>[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]
|The epitome of mining. Can practically instantly mine through rock and walls. But it requires three times the Diamonds of a Diamond Tipped Drill.
+
|style="vertical-align: top; padding: 10px;"|
 +
# Build and wire a Machine Frame from '''5 metal'''
 +
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.
 +
# Add the '''Circuit board'''
 +
# Add '''20 titanium'''
 +
# Add '''30 metal'''
 +
# Add '''20 copper'''
 +
# Add '''10 cable'''
 +
# '''Screwdriver''' it to finish the machine
 +
<br>
 
|-
 
|-
![[File:Modkit.png|32px]]<br>KA Triggerguard Mod
+
!colspan="3" style="background-color:#99ccff"|How to deconstruct
|A modkit that will allow species that cannot normally fire guns to use the KA, such as golems and hulks.
 
 
|-
 
|-
![[File:Modkit.png|32px]]<br>KA Range Mod
+
!colspan="1"  style='background-color:#99ccff; width:20%'|Tools
|A modkit that increases your KA's range by 1.
+
|rowspan="2" colspan="3"|
 +
# '''Screw''' the maintenance panel out
 +
# '''Wrench''' the inner casing
 +
# '''Pry''' the casing out
 
|-
 
|-
![[File:Modkit.png|32px]]<br>KA Damage Mod
+
|colspan="1" style="text-align: center;"|
|A modkit that increases your KA's damage by 10.
+
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>
|-
 
![[File:Modkit.png|32px]]<br>KA Cooldown Mod
 
|A modkit that reduces your KA's cooldown by 0.25 seconds.
 
|-
 
![[File:Modkit.png|32px]]<br>KA AoE Mining Mod
 
|A modkit that makes your KA mine rocks in a 3x3 AoE. It does not, however, deal AoE damage. You're usually better off carrying a plasma cutter to deal with rocks and keep the KA for combat.
 
|-
 
![[File:Plasma_Cutter.png|32px]]<br>Plasma Cutter
 
|A fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 5 rocks per shot. Rechargeable by inserting plasma ore or sheets into it. Less efficient in combat than a KA, however, and even less when in high pressure.
 
|-
 
![[File:Adv_plasma_cutter.gif|32px]]<br>Advanced Plasma Cutter
 
|A very fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 10 rocks per shot, basically allowing you to pierce rock as fast as you can walk. Rechargeable by inserting plasma ore or sheets into it.
 
|-
 
![[File:Bluespace satchel.gif|32px]]<br>Mining Satchel of Holding
 
|Very cheap mining satchel that can hold an unlimited amount of minerals and ore.
 
|-
 
![[File:NV_meson_glasses.gif|32px]]<br>Night Vision Mesons
 
|These glasses work like normal mesons, but they can see perfectly in the darkness negating the need for flashlights.
 
 
|}
 
|}
 
+
=== Naval Artillery ===
 
+
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"
All of this gear is printed out at the supply department protolathe.
+
!rowspan="2" style='background-color:#cce6ff;'|[[File:Deck gun.png]]<br>[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]<br>Naval Artillery
 
+
! style='background-color:#99ccff; width:20%'|Requires to build
==The Ores==
+
! style='background-color:#99ccff'|How to build
These are what you should be looking out for, generally try and get a good mix of the more exotic ore types. Iron ore is ok but it sells for little and is highly abundant on the station already.
 
 
 
{| border="1" cellspacing="0" cellpadding="2" width="80%" class="wikitable sortable"
 
! scope="col" style='background-color:grey;color:white;' |Name
 
! scope="col" class="unsortable" style='background-color:grey;color:white;' |Wall
 
! scope="col" width="100px" class="unsortable" style='background-color:grey;color:white;' |Raw Ore
 
! scope="col" style='background-color:grey;color:white;' |Money Reward Value
 
! scope="col" class="unsortable" style='background-color:grey;color:white;' |Processed Ore
 
! scope="col" style='background-color:grey;color:white;' |Frequency
 
! scope="col" class="unsortable" style='background-color:grey;color:white;' |Uses
 
 
|-
 
|-
!Iron
+
|[[File:Titaniumdone.png|Titanium]]x120<br>[[File:Metal_r.png|Plasteel]]x22<br>[[File:Metal.png|Metal]]x35<br>[[File:Copperdone.png|Copper]]x50<br>[[File:Diamonddone.png|Diamond]]x5<br>[[File:Duranium.png|Duranium]]x1<br>[[File:CableCoils.png|Cable]]x34<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Circuitboard.png|Deck gun core board]]Deck gun core board<br>[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board<br>[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board<br>[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board<br>[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board<br>[[File:Igniter.png|Igniter]]x1<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br>
![[File:Ironwall.png|64px]]
+
|style="vertical-align: top; padding: 10px;"|
![[File:Ironore.png|64px]]
+
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun
!1
+
==== Building the indoors, multitile part ====
![[File:Metal.png|64px]]
+
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core
!Very Common
+
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.
|For just about everything.
+
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun
 +
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.
 +
## Note: Which machine frame will become which machine does not matter, only that they are next to the core
 +
# Add the '''Deck gun core board''' to the machine frame in the ''middle''
 +
## Marked on the picture with ''Red''
 +
# Add '''20 titanium''' and '''5 cable'''
 +
# '''Screwdriver''' to finish the core
 +
# Add the '''Deck gun payload gate board'''
 +
## Marked on the picture with ''Blue''
 +
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''
 +
# Add a '''Railgun rail'''
 +
## Note: Can be made from 1 duranium
 +
# Add the '''Loading tray'''
 +
## Note: It's made from 10 metal
 +
# '''Screwdriver''' to finish the payload gate
 +
# Add the '''Deck gun powder gate board'''
 +
## Marked on the picture with ''Purple''
 +
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate
 +
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''
 +
# '''Screwdriver''' to finish the gate
 +
# Add the '''Deck gun auto elevator board'''
 +
## Marked on the picture with ''Yellow''
 +
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''
 +
# '''Screwdriver''' to finish the elevator
 +
# Build a '''chair''' from any material
 +
## Marked on the picture with ''White''
 +
## ANY chair will do
 +
# Add the '''Deck gun loading computer board''' to the Computer frame
 +
## Marked on the picture with ''Green''
 +
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''
 +
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines
 +
==== Building the outdoors part ====
 +
# Go to the deck '''above you''', on the '''same spot as your Core'''
 +
## Use a GPS
 +
# Build a Deck gun frame from '''20 plasteel'''
 +
# '''Wrench''' it to the ground
 +
# '''Weld''' it down
 +
# Add the '''firing electronics'''
 +
# '''Screw''' the electronics in
 +
# Add an '''Igniter'''
 +
## Alternatively, you can add a ''Triple Barrel Upgrade'' (currently Admin only)
 +
## ''Screw'' the upgrade in
 +
## Add 3 ''igniters''
 +
# '''Screw''' the Igniters in
 +
# '''Wire''' the Igniters
 +
# '''Weld''' the wiring down
 +
# Add 2 '''plasteel'''
 +
# Add a '''MAC barrel'''
 +
## Can be made from 1 duranium
 +
## In case the gun was upgraded, add ''3 of these''
 +
# '''Weld''' the barrels down
 +
# Add the '''Loading tray'''
 +
##Note: It's made from 10 metal
 +
<br>
 
|-
 
|-
!Sand
+
!colspan="3" style="background-color:#99ccff"|How to deconstruct
![[File:minefloor.png|64px]]
 
![[File:Sandore.png|64px]]
 
!1
 
![[File:Glass.png|center|64px]]
 
!Very Common
 
|For making glass, which has a plethora of station applications. Activate sand in your hand to make sandstone bricks. These can be used to make dirt which can be used to grow plants.
 
 
|-
 
|-
![[Plasma]]
+
!colspan="1"  style='background-color:#99ccff; width:20%'|Tools
![[File:Plasmawall.png|64px]]
+
|rowspan="2" colspan="3"|
![[File:Plasmaore.png|64px]]
+
The frame can be deconstructed this way:
!15
+
# '''Screw''' the maintenance panel out
![[File:Plasmadone.png|64px]]
+
## If you examine the gun, there will be a button labeled "Force Eject Shell". Be warned, this will '''fire the shell'''.
!Common
+
# '''Wrench''' the inner casing
|Ship sheets back to Centcom for bonus money to the cargo budget.
+
# '''Pry''' the loading tray out
 +
# '''Unweld''' the barrel
 +
# '''Pry''' the barrel out
 +
# '''Unweld''' the inner plasteel casing
 +
# '''Unweld''' the wiring
 +
# '''Cut''' the wiring out
 +
# '''Unscrew''' the igniters
 +
# '''Remove''' the igniters by hand
 +
## If it was upgraded with a ''Tripple Barrel'' upgrade, you need to ''Unscrew'' it
 +
## Then ''Pry'' it out
 +
# '''Unscrew''' the firing electronics
 +
# '''Pry''' the electronics out
 +
# '''Unweld''' the frame from the floor
 +
# '''Unbolt''' the frame from the floor
 +
# '''Cut''' the frame apart with a welder
 +
The machines can be deconstructed this way:
 +
# '''Screw''' the maintenance panel out
 +
# Remove the components and the circuit board with a '''crowbar'''
 +
# '''Cut''' the wires out
 +
# '''Unwrench''' the frame from the ground
 +
# Dissasemble the frame with a '''screwdriver'''
 
|-
 
|-
!Silver
+
|colspan="1" style="text-align: center;"|
![[File:Silverwall.png|64px]]
+
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]
![[File:Silverore.png|64px]]
 
!16
 
![[File:Silverdone.png|64px]]
 
!Semi-Common
 
|Making dosh, mechs, and researching Bluespace.
 
|-
 
!Gold
 
![[File:Goldwall.png|64px]]
 
![[File:Goldore.png|64px]]
 
!18
 
![[File:Golddone.png|64px]]
 
!Semi-Common
 
|For making various electronics or pimping out Beepsky.
 
|-
 
!Titanium
 
![[File:Titaniumrock.png|64px]]
 
![[File:Titaniumore.png|64px]]
 
!30
 
![[File:Titaniumdone.png|64px]]
 
!Uncommon
 
|For high-tech mechs or R&D components. Also for building shuttle walls and floors.
 
|-
 
!Uranium
 
![[File:Uraniumwall.png|64px]]
 
![[File:Uraniumore.png|64px]]
 
!30
 
![[File:Uraniumdone.png|64px]]
 
!Uncommon
 
|For making you radioactive (notice: no joke, this shit is deadly as a wall or a door). Delicious cocktails.
 
|-
 
!Diamond
 
![[File:Diamondwall.png|64px]]
 
![[File:Diamondore.png|64px]]
 
!50
 
![[File:Diamonddone.png|64px]]
 
!Rare
 
|For making mech parts, among other industrial uses.
 
|-
 
![[Bluespace Crystal]]
 
![[File:BluespaceCrystalWall.png|64px]]
 
![[File:Bluespace_Crystal.png|64px]]
 
!50
 
![[File:BS_polycrystal.png|64px]]
 
!Rare
 
|These crystals can be used in various ways. Give them to science to increase bluespace science, hold onto them to use as a risk free jaunter, or throw them at people to make them teleport randomly (often into space.)
 
|-
 
!Bananium
 
![[File:Bananimumwall.png|64px]]
 
![[File:Bananimumore.png|64px]]
 
!60
 
![[File:Bananiumdone.png|64px]]
 
!HONK!
 
|A rare and unusual mineral found exclusively in clown-controlled space. Used only for the [[Guide_to_robotics#H.O.N.K.|H.O.N.K. mech]] and other clownlike items. ''Absolutely Cursed''
 
|-
 
!Gibtonite
 
![[File:Gibtonitewall.gif|64px]]
 
![[File:Gibtoniteore.png]]
 
!N/A
 
!
 
!Uncommon
 
|For <s>trolling miners</s> blowing shit up, whether they be solid asteroid or [[Traitor|other things]]. Hitting it with your mining tools will start a chain reaction. If you don't stop the reaction with your mining scanner in time, the gibtonite will explode. If you do, you can mine the ore, pick it up (you need both hands free) and use it as an explosive. The closer the gibtonite was to exploding before defused, the more potent its power. Cannot be forged or turned in to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]], so don't bring any of this to the station or else you'll be <s>arrested</s> ignored by security because they don't know what the hell it is. Gibtonite can be used to craft a [[Makeshift_weapons#Chemical_Payload|Chemical Payload]] [[File:ChemPayload.gif]]. <br>
 
 
 
How to obtain Gibtonite: Hit ore, count to 8 flashes of the ore then hit it with your scanner. Gibtonite varies in the number of reactions it has, so you may get lower quality ore. Use 2 of the 0 reaction ores (the most potent) to blow open the AI core and make it cry at it's malf failure!
 
 
|}
 
|}
 +
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some <s> weird </s> people might find it fun.
  
===Who Needs What===
+
<font size=1>*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.</font>
Miners don't have to deliver ores directly to departments -- they can if they want, or if those bastards are too lazy to leave their fortress of <s>autism</s> science -- but it never hurts to know what to aim for.
+
[[Category:Guides]]
 
 
* [[Scientist]]s at least a bit of every ore. In exchange, they may give you upgrades for your Kinetic Accelerator, a [[Plasma Cutter]], a [[Research_items#Mining Satchel of Holding|Mining Satchel of Holding]], and, if you're lucky, Night Vision Meson Scanners or a [[Bag of Holding]]!
 
* [[Roboticist]]s need diamond, uranium, silver and gold for building mech parts. Give them enough and you've indirectly helped out most of the departments on the station if the Roboticists are competent enough to build helpful stompy mechs for everybody! Too bad the lavaproof Firefighter is the only good mech for mining.
 
* The [[Quartermaster]] may want mineral sheets to trade them in for bonus supply credits. Plasma in particular is both common and valuable.
 
* Everybody could always use more iron, glass and plasteel, but especially Roboticists and [[Station Engineer]]s.
 
* The [[Chemist]] and [[Guide to xenobiology|Xenobiologist]] will all appreciate having extra plasma.
 
* A competent [[Virologist]] can use several sheets of uranium to create incredibly powerful healing viruses that let you heal out of crit in two seconds.
 
* A [[Clown]] with Bananium is a grateful and dangerous ally.
 
* The [[Bartender]] can use a few sheets of uranium or iron to craft some of his rarest cocktails.
 
 
 
==Tips==
 
* Always go with at least two other people when mining. Not only can you mine faster together, the chance that they could both be 'lings/traitors is rather low. Pickaxe to the skull tends to put down most people.
 
* You can view the contents of a mining satchel as if it were a backpack.
 
* Middle mouse click swaps your hand, allowing you to shoot minerals and grat them with the satchel quickly.
 
* Minebots are great at distracting monsters. Just walk near and bash the distracted target with your drill. They can take quite a beating. Plus they collect all the crap gibtonite leaves when it detonates.
 
* The Proto-kinetic Accelerator can destroy electrified grilles without needing a pair of insulated gloves.
 
* The Proto-kinetic Accelerator will obliterate a space carp in one hit while in space.
 
* You can dual wield PKAs. Use harm intent to fire both at once.
 
* The Executive Officer may reward you with all access if you resurrect Ian. Also, sometimes the Research Director will reward you for a pet gold grub.
 
* If you're expecting trouble on the station, consider taking out a window on the mining shuttle before you return to make a quick getaway so you're not trapped like a rat in a cage.
 
* The mining drone can be repaired with a welding tool, but not in the middle of a fight.
 
* You could alternatively buy the drone, fully upgrade it, give it an AI Module, and tell it to go valid-hunt. A mining drone dragging a bar of soap is surprisingly robust against even changelings.
 
* Life improving things:
 
** Mining suit upgrade : The Mining jetpack upgrade can make your already fast work even faster by reducing the time you are moving between the ship and asteroid. Plus it's great to have when you need to make a speedy getaway.
 
** Augmentations : Augs are VERY useful for miners, as healing with a welder is ultimately easier. Plus they work differently than armor when it comes to protection, instead reducing all brute damage taken by an augmented body part by 5 (4 for burn). Downside : EMP vulnerability.
 
* Kinetic accelerators can be used as infinite tools to navigate space, since every time you fire, it'll throw you in the opposite direction.
 
* Sentient minebots can very easily be commanded to go help security if there is an [[Nuclear Operative|imminent]] [[Clockwork Cult|threat]] to the station. Their melee saw is very robust, and works just as well as on all ships. The proto-kinetic accelerator that they are equipped with is very robust when in space.
 
* If you dont have a mining satchel of holding, and no ore box, you can deconstruct tables in the library (the curator is probably too busy organizing a game of D&D to really care much) to obtain wooden planks. You can then use these wooden planks to fabricate an ore box.
 
* If science hasn't researched Advanced Mining Technology within 10 minutes of the start of the shift, please remind them. There is normally at least 1 single person in science competent enough to do so.
 
 
 
==Dead Space==
 
A traitorous miner has a lot of advantages. You have a space suit for free right away and a robust pickaxe. Certain minerals you'll find have more "specialized" uses -- uranium structures will irradiate people, plasma can start fires, gibtonite goes boom. You can also buy dangerous "mining" tools and possibly even revive those monsters you've been fighting. As long as you have some mineral wealth or an ore box with you, no one will suspect your presence around the station, even in highly restricted areas like robotics or toxins, and if you are smart enough, you could get a big stompy mech to drill people to death!
 
 
 
===Tips for Traitoring===
 
* If you're a miner and you have to kill another miner; there's a really easy way to block communications one way so he can't call for help.
 
** Grab a multitool, go to the mining communications room.
 
** Use the multi tool on the relay and make sure the relay isn't sending, meaning your headset won't go to people on the station.
 
** Kill your target with their shouts for help unheard.
 
* More than one uranium wall is hilariously deadly, as they give off a pulse of radiation every couple of seconds. This pulse makes other uranium walls in range pulse as well, and they all run on their own timer.
 
* Tiers 0-1-2-3 can gib bodies, remember mining suits take 50% of damage away from bombs, so strip miners you want to make disappear forever first.
 
*Ripley is a fairly robust murdering tool, if you can, convince robotics to put a gravity catapult on it. '''SLAM PEOPLE INTO WALLS. THE SUFFERING NEVER ENDS.'''
 
*Space is your best ally. Your weapons are more lethal in space, and anyone who wants to chase you will need access to a jetpack and EVA gear. Make people fight on your terms by blowing up the station with various Gibtonite charges, or bust in, stun and drag targets into space.  
 
*You can make a chemical payload container using any shitty bit of gibtonite. This can be useful for making chemical bombs, but it relies on knowing how to obtain specific chemicals that can be robust and accessible to a Miner.
 
====Tips for Culting====
 
If you're a miner, you'll find being a cultist a difficult task as the Rocinante blocks all teleportation from any source, meaning cult teleport runes won't work. You'll have to work something out, I suppose.
 
 
 
{{Jobs}}
 
[[Category: Jobs]]
 

Latest revision as of 08:18, 23 October 2023

Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.

Operating the guns[edit | edit source]

Warningsign.png No smoking!

Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.


As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.

PDCrack.gif Point Defense Cannons[edit | edit source]

Point Defense cannons (PDCs) are the lifeblood of short ranged combat

Serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.

Luckily for you, loading these cannons is as easy as firing them:

  1. Go to the empty loading rack on the wall PDCEmpty.gif
  2. Insert a Full PDC Ammo Box PDCAmmo.png

Deck gun.png Artillery Cannon (Deck Gun)[edit | edit source]

The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant.

An example of an Artillery bay configuration.

They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.
Loading Naval Artillery goes like this:

  1. Acquire a projectile: NACShells.gif
  2. Arm the projectile with a multitool:Multitool.gif => NAC Shell Armed.gif NAC AP Shell Armed.gif
  3. Drag it onto the Payload Loading Gate: NAC Payload Gate.png => NAC Payload Gate Loaded.png
  4. Acquire the propellant of choice (either gunpowder or plasma-based accelerant): NAC Propellant.gif
  5. Load the propellant into the Powder Loading Gate: NAC Powder Gate.png => NAC Powder Gate Loaded.png
  6. Go to the console and hit "Pack from loader": NAC Controls.png
  7. Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.
  8. Go back to the Console, and hit "Feed Shell": NAC Controls.png
  9. Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps

It's important to note that there is no limit to how much gunpowder can be loaded at one time, meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.

To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT. A Hungry gunpowder bag's dT% varies greatly depending on how much it has been fed.

AMSComp.gif Autonomous Missile System (AMS)[edit | edit source]

Control system for firing Missiles Automatically!

The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click "Payload Loaded" then "Payload Chambered". Don't forget to turn off safeties!

Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:

Anti-ship[edit | edit source]

While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.

Countermeasure[edit | edit source]

If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.

NewTorpTube.png Torpedo Tubes[edit | edit source]

Torpedo tubes are the slower, bulkier counterparts of VLS tubes.

Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.

To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press "Load tray", "Chamber Tray Payload", and finally "Disengage safeties" to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage

Maintenance[edit | edit source]

Torpedo tubes require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.
Note: Make sure there's nothing in the weapon and that the safeties are on, to prevent unnecessary explosions.

  1. Unscrew the maintenance hatch on the primary external casing
  2. Unbolt (wrench) the internal maintenance panel
  3. Apply 10 units of Oil to the exposed internal machinery, repeat as needed
  4. Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place

GaussGun.png Gauss Guns[edit | edit source]

Gauss guns fire 300mm Teflon coated tungsten rounds.

Unlike other ship weaponry, these are not controlled by Bridge Staff using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.

To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.

Gauss ammo racks can be upgraded by researching Guided Munitions, then printing the respective circuit board and applying it to the rack. Upgrading a gauss rack allows for rounds to be bump-loaded, meaning conveyor belts can be laid from gauss ammo dispensers directly to upgraded racks.

Ship BSA.png Superliminal Bluespace Artillery[edit | edit source]

Big Honking Space Gun, capable of not just annihilating your hearing, but also the enemy ship!

The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from Bluespace Artillery cannons acquired in questionably legal way.

Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.

Ensure that it has a clear firing path to space.

PDCrack.gif Flak cannons[edit | edit source]

Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles.

They excel at defending against these forms of weaponry, but they have very limited range.

Operating them is simple:

  1. Go to the empty loading rack on the wall PDCEmpty.gif
  2. Insert a Full Flak Ammo Box FlakAmmo.png

Coaxial railgun.png NT-ST049 'Sturm' coaxial railgun[edit | edit source]

A hybrid Railgun Weapon, capable of switching between firing Railgun Slugs and Deck Gun Shells.

The Coaxial Railgun is a weapon that uses both Power and Physical Ammunition to fire a range of projectiles at the enemy vessels, however due to its mechanical parts, the thing requires maintenance from time to time.

The Coaxial Railgun, much like all railguns, uses electricity to produce a magnetic field in order to rapidly accelerate their ammunition, it is due to this reason that you need to keep an eye on the magnetic alignment of the field.

If the field degrades too much it will affect the projectile velocity and increase the chances of a misfiring incident occurring.

The weapon is capable of being switching configuration between firing Railgun Slugs and Deck Gun Shells pretty easily.

Operating the Railgun is a relatively easy thing to do:

  1. Interact with the weapon to bring up its UI.
  2. Drag the Power Allocation slider to the users desired allocation of power. Please note that this will result in a passive drain on the vessels power supply, so do not do this until the engine is setup and working properly.
  3. Switch Configuration "I4- Configuration:" to the Ammunition of Choice, options being Railgun Slugs and Deck Gun Shells: Railgun ammo.png NACShells.gif
  4. Insert the ammunition you have chosen, if it's Railgun slugs then insert 5 Railgun Slugs into the Weapon, otherwise insert 1 Deck Gun Shell that has been armed: Railgun ammo.png NACShells.gif
  5. Interact with the weapon again to bring up its UI and press the button labeled "I1 - Payload loaded"
  6. Press the button labeled "I2 - Payload chambered"
  7. Press the button labeled "I3 - Weapon safeties" to turn off the safeties and prime the Weapon for firing.

Maintenance[edit | edit source]

The Coaxial Railgun requires maintenance when its used too much and when the Magnetic Alignment is out of align. You probably want to perform maintenance between each bout of combat.
Note: Make sure there's nothing in the weapon and that the safeties are on.

In order to restore the Magnetic Alignment do the following:

  1. Unscrew the maintenance hatch on the primary external casing
  2. Unbolt (wrench) the internal maintenance panel
  3. Restore the Alignment using a Multitool
  4. Bolt (wrench) the panel.
  5. Screw the maintenance hatch back into place.

In order to repair the Gun Condition do the following:

  1. Unscrew the maintenance hatch on the primary external casing
  2. Unbolt (wrench) the internal maintenance panel
  3. Apply 10 units of Oil to the exposed internal machinery, repeat as needed
  4. Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place

Broadsides.png SN 'Sucker Punch' Broadside Cannon[edit | edit source]

The Starship Equivalent of a shotgun

The Broadside Cannon is a weapon that requires the ship to have its side facing the enemy vessel before you fire it, otherwise the weapon will miss the target entirely.

The Broadside Cannon requires a secondary machine known as the Broadside Shell Packer Bench in order to produce the ammo for it. PackingBench.png

Loading the Broadside Cannon is relatively simple process:

  1. Acquire Five Broadside Shell Casing: Broadside casing.png
  2. Insert the Casings into the Broadside Shell Packer Bench: PackingBench.png => PackingBench casings.png
  3. Acquire Five Broadside Shell Loads: Broadside load.png
  4. Insert the Loads into the Broadside Shell Packer Bench: PackingBench casings.png => PackingBench loads.png
  5. Acquire the propellant of choice (either gunpowder or plasma-based accelerant): NAC Propellant.gif
  6. Insert your propellant of choice into the Broadside Shell Packer Bench: PackingBench loads.png => PackingBench full.png
  7. Interact with the Broadside Shell Packer Bench and hit "Pack Casings" PackingBench.png
  8. Load the produced Broadside Shells into the Broadside Cannon: Broadside shells.gif
  9. Voila! The Broadside Cannon is now ready to fire. After the cannon has fired repeat these steps if you have run out of ammo, otherwise repeat step 8

PlasmaCaster.png Magnetic Phoron Acceleration Caster[edit | edit source]

Moth Plasma Gun, for Ship destruction!

The phoron caster is a high maintenance weapon that requires a lot of attention to be fired and a lot of attention after it's fired.

The steps for firing are as follows:

  1. Locate a plasma gas canister and fasten it to the nearby connector: Plasma Canister.png
  2. Turn on the gas regulator, this will begin to fill up the Plasma Capacitor Charge on the weapon's UI. Plasma Regulator.png
  3. Once the Capacitor Charge is at 100%, turn off the gas regulator. Plasma Regulator.png
  4. Take a phoron core and insert it into the main weapon itself Plasma Core.png
  5. On the weapon's UI, click the "Condense Phoron Mass button"
  6. On the weapon's UI, click the "Commence Magnetic Charge"
  7. On the weapon's UI, click the "Release Constrictor Field button". This button acts as a safety and will constantly lower the Field Integrity.
  8. Use the TAC Console on the bridge to fire the weapon. Tactical.gif

Warnings:

  • Every time the weapon is fired or misfires, the weapon's Alignment will degrade.
  • If the weapon's alignment is less than 90%, is has a greater chance of misfiring.
  • The weapon will not fire if the gas regulator is on or if the splines aren't fully restored.
  • When the weapon is fired, the Splines will automatically go to 0%. This will replenish over time.
  • Do not try to disassemble this weapon, you will regret it.
  • The gas regulator will only take plasma gas, and no other gas.
  • If the weapon's splines or field integrity stop restoring for any reason, toggle the constrictor field off and on again.
  • This weapon will blind you if you're not wearing eye protection while in its presence.
  • This weapon cannot target fighters or other small ships.

Burst Phaser.png Burst Phaser MK2[edit | edit source]

A coaxial laser system, capable of firing controlled laser bursts at a target.

These energy weapons are fired in the direction the ship is currently facing, and is fired by the Ship Pilot, as such you need to point the nose of the ship directly at the enemy in order to have a guaranteed chance of hitting it.

Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:

  1. Interact with the Burst Phaser Weapon
  2. Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.
  3. Press the "Enable Charging" button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.

Phase Cannon.png Phase Cannon[edit | edit source]

An extremely powerful directed energy weapon which is capable of delivering a devastating beam attack.

This energy weapon behaves similarly to the Deck Guns in terms of aiming, meaning you can be performing a valiant tactical advance in the opposite direction of the enemy and still have a vague chance to hit the target.

Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:

  1. Interact with the Phase Cannon
  2. Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.
  3. Press the "Enable Charging" button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.

Laser Missile cannon.png Laser Anti Missile System[edit | edit source]

The Energy Weapon equivalent of a modified Autonomous Missile System

Primarily designed to shoot down missiles using lasers rather than firing missiles at missiles and hoping it will work itself out, could probably be used for other shenanigans, such as boiling eggs

Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:

  1. Interact with the Laser Anti Missile System
  2. Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.
  3. Press the "Enable Charging" button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.

Acquiring ammunition[edit | edit source]

This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat you're fucked , communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.

PDC[edit | edit source]

Icon Name Purchasable Crate Name
PDCAmmo.png Point Defense Cannon Ammo (30.12x82mm) Yes PDC mount rounds (x5)

Flak[edit | edit source]

Icon Name Found
FlakAmmo.png 40mm Flak Rounds Acquired Through Traders

Deck Gun[edit | edit source]

Icon Name Purchasable Crate Name Researchable Printable in
NAV Shell.png FTL-13 Naval Artillery Round Yes Naval Artillery Shells (x10) Yes Munitions Techfab
NAV Cannonball.png Cannonballs Yes Cannonballs (x10) No N/A
NAV AP Shell.png TX-101 Armour Penetrating Naval Artillery Round No N/A Yes Munitions Techfab
Gunpowder bag.png Gunpowder Bag Yes Powder bags (x10) Yes Munitions Techfab
Plasma-Accelerant.png Plasma-Based Projectile Accelerant No N/A Yes Munitions Techfab

Torpedoes and Missiles[edit | edit source]

Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!

MissileTorp.gif
Missiles/Torpedoes
Requires to build How to build Tools

Metalx5-15 (Depending on the Type)
Propulsion Systemx1
Guidance Systemx1
IFF cardx1
Cablex5
Warheadx1

  1. Get a casing, either made from metal or ordered from cargo.
  2. Add the Propulsion System
  3. Wrench the propulsion into place.
  4. Add the Guidance System
  5. Screwdriver the guidance system in place.
  6. Add the IFF card
  7. Screwdriver the card in place.
  8. Add the Warhead
  9. Wrench the warhead in place.
  10. Wire it.
  11. Wrench once more.
  12. Weld it all together.

Wrench
Screwdriver
Crowbar
Wirecutter
Welding tool

There are a total of six different types of torpedoes you can make. Each serves a different purpose.

  • Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike.
  • Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships.
  • Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them.
  • Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons.
  • Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods.
  • Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.

Unfortunately it's only possible to construct one type of missile right now.

  • High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage.

Autonomous Missile Factory[edit | edit source]

The missile factory on the Tycoon

So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.

The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles. The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want.

You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.

Broadside Cannon[edit | edit source]

To create more Broadside Shells, do the following:

  1. Acquire Five Broadside Shell Casing: Broadside casing.png
  2. Insert the Casings into the Broadside Shell Packer Bench: PackingBench.png => PackingBench casings.png
  3. Acquire Five Broadside Shell Loads: Broadside load.png
  4. Insert the Loads into the Broadside Shell Packer Bench: PackingBench casings.png => PackingBench loads.png
  5. Acquire the propellant of choice (either gunpowder or plasma-based accelerant): NAC Propellant.gif
  6. Insert your propellant of choice into the Broadside Shell Packer Bench: PackingBench loads.png => PackingBench full.png
  7. Interact with the Broadside Shell Packer Bench and hit "Pack Casings" PackingBench.png

To acquire more Shell casings or shell loads, see the following Table:

Icon Name Purchasable Crate Name
Broadside casing.png Broadside Shell Casing Yes Empty Broadside Casings/Broadside Pack
Broadside load.png Broadside Shell Loads Yes Broadside Loads/Broadside Pack

Magnetic Phoron Acceleration Caster[edit | edit source]

Warningsign.png This section contains Test Merged Information

This section is referencing a Test Merge.
Some of the information contained within may be subject to change or removal.
Test-Merged PR: #2132


Icon Name Researchable Printable in
Plasma Core.png Condensed Phoron Core Yes Munitions Techfab

NT-ST049 'Sturm' coaxial railgun[edit | edit source]

The method of acquiring more railgun slugs for this weapon is semi-complicated.

You need to locate the "Defunct Railgun Techology Munitions Technology Disk" which can be found in Munitions, assuming some clown hasn't eaten it or it's been dusted in the Supermatter shard.

With this Technology Disk you need to upload the blueprints to the Techweb using a Research and Development Console, DO NOT DELETE THE BLUEPRINTS CONTAINED ON IT.

After you have uploaded the blueprints you can now print the Railgun Slugs in either the Cargo or Munitions Techfab

You're ready[edit | edit source]

It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.

More Dakka[edit | edit source]

Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.

Disclaimer: You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.

With that out of the way, here is a tip if you want to arm your ship:

  • Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.

Here is how you can construct ship weaponry:

PDC loading rack[edit | edit source]

PDCrack.gif
PDC loading rack
Requires to build How to build
Metalx5
Cablex4
Point Defense Cannon circuit boardPoint Defense Cannon circuit board
Micro-mainpulatorx4
Capacitorx2
Matter binx3
Wrench
Screwdriver
  1. Build and the PDC loading rack frame from 5 metal
  2. Put it on a wall
  3. Wrench it on
  4. Wire it
  5. Add the Circuit board
  6. Add 4 micro-manipulators
  7. Add 2 capacitors
  8. Add 3 matter bins
    1. You can do this using an RPED
  9. Add the Firing electronics
    1. The order of these 4 steps does not matter
  10. Screwdriver it to finish the machine


How to deconstruct
Tools
  1. Screw the maintenance panel out
  2. Pry the parts out
  3. Cut the wiring
  4. Unwrench the frame
  5. Lift it off the wall with your hands

Wrench
Screwdriver
Crowbar
Wirecutter

Torpedo Tube[edit | edit source]

NewTorpTube.png
Torpedo Tube
Requires to build How to build
Plasteelx4
Nanocarbon glassx6
Firing Electronicsx1
Welding tool
Screwdriver
Wrench
  1. Build Torpedo Tube frame from 4 Plasteel Sheets
  2. Wrench it into place
  3. Weld it to the floor
  4. Add the Nanocarbon glass for the barrel
  5. Wrench the barrel in
  6. Wire the frame
  7. Add the Firing Electronics
  8. Screw the electronics in
  9. Add the Nanocarbon glass for the door
  10. Wrench the door in place
  11. Screw the maintenance hatch


How to deconstruct
Tools
  1. Screw the maintenance panel out
  2. Wrench the inner casing
    1. Note: The weapon can now be lubricated
  3. Pry the casing out
  4. Unscrew the door frame
  5. Wrench the door out
  6. Pry the door out of the frame
  7. Unscrew the electronics
  8. Pry the electronics out of their place
  9. Cut the wires away
  10. Unbolt the barrel
  11. Pry the barrel out
  12. Unweld the frame from the floor
  13. Unbolt the frame
  14. Weld the frame apart

Wrench
Welding tool
Screwdriver
Crowbar
Wirecutter

VLS launch tube[edit | edit source]

AMS tube.png
VLS launch tube
Requires to build How to build
Metalx35
Titaniumx20
Copperx20
Cablex10
VLS launch tube boardVLS launch tube board
Wrench
Screwdriver
  1. Build and wire a Machine Frame from 5 metal
    1. Click here for a detailed construction.
  2. Add the Circuit board
  3. Add 20 titanium
  4. Add 30 metal
  5. Add 20 copper
  6. Add 10 cable
  7. Screwdriver it to finish the machine


How to deconstruct
Tools
  1. Screw the maintenance panel out
  2. Wrench the inner casing
  3. Pry the casing out

Wrench
Screwdriver
Crowbar

Naval Artillery[edit | edit source]

Deck gun.png
A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you
Naval Artillery
Requires to build How to build
Titaniumx120
Plasteelx22
Metalx35
Copperx50
Diamondx5
Duraniumx1
Cablex34
Firing Electronicsx1
Deck gun core boardDeck gun core board
Deck gun payload gate boardDeck gun payload gate board
Deck gun powder gate boardDeck gun powder gate board
Deck gun auto elevator boardDeck gun auto elevator board
Deck gun loading computer boardDeck loading computer board
Igniterx1
Welding tool
Screwdriver
Wrench
  1. Designate a 3 x 3 space with a free tile on the floor above it for your gun

Building the indoors, multitile part[edit | edit source]

  1. Build and wire a Machine Frame from 5 metal in the middle for your Core
    1. Click here for a detailed construction.
  2. Build and wire at least three Machine Frames and a Computer frame from 20 metal around your Core, these will be the other parts of your Deck Gun
    1. Click here for a detailed construction.
    2. Note: Which machine frame will become which machine does not matter, only that they are next to the core
  3. Add the Deck gun core board to the machine frame in the middle
    1. Marked on the picture with Red
  4. Add 20 titanium and 5 cable
  5. Screwdriver to finish the core
  6. Add the Deck gun payload gate board
    1. Marked on the picture with Blue
  7. Add 40 titanium, 10 cable and 10 copper
  8. Add a Railgun rail
    1. Note: Can be made from 1 duranium
  9. Add the Loading tray
    1. Note: It's made from 10 metal
  10. Screwdriver to finish the payload gate
  11. Add the Deck gun powder gate board
    1. Marked on the picture with Purple
    2. Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate
  12. Add 20 titanium, 5 cable and 20 copper
  13. Screwdriver to finish the gate
  14. Add the Deck gun auto elevator board
    1. Marked on the picture with Yellow
  15. Add 40 titanium, 10 cable, 20 copper and 5 diamonds
  16. Screwdriver to finish the elevator
  17. Build a chair from any material
    1. Marked on the picture with White
    2. ANY chair will do
  18. Add the Deck gun loading computer board to the Computer frame
    1. Marked on the picture with Green
  19. Finish the construction like usual
  20. If all machines are done, hit the Core with a Multitool to have it scan for nearby machines

Building the outdoors part[edit | edit source]

  1. Go to the deck above you, on the same spot as your Core
    1. Use a GPS
  2. Build a Deck gun frame from 20 plasteel
  3. Wrench it to the ground
  4. Weld it down
  5. Add the firing electronics
  6. Screw the electronics in
  7. Add an Igniter
    1. Alternatively, you can add a Triple Barrel Upgrade (currently Admin only)
    2. Screw the upgrade in
    3. Add 3 igniters
  8. Screw the Igniters in
  9. Wire the Igniters
  10. Weld the wiring down
  11. Add 2 plasteel
  12. Add a MAC barrel
    1. Can be made from 1 duranium
    2. In case the gun was upgraded, add 3 of these
  13. Weld the barrels down
  14. Add the Loading tray
    1. Note: It's made from 10 metal


How to deconstruct
Tools

The frame can be deconstructed this way:

  1. Screw the maintenance panel out
    1. If you examine the gun, there will be a button labeled "Force Eject Shell". Be warned, this will fire the shell.
  2. Wrench the inner casing
  3. Pry the loading tray out
  4. Unweld the barrel
  5. Pry the barrel out
  6. Unweld the inner plasteel casing
  7. Unweld the wiring
  8. Cut the wiring out
  9. Unscrew the igniters
  10. Remove the igniters by hand
    1. If it was upgraded with a Tripple Barrel upgrade, you need to Unscrew it
    2. Then Pry it out
  11. Unscrew the firing electronics
  12. Pry the electronics out
  13. Unweld the frame from the floor
  14. Unbolt the frame from the floor
  15. Cut the frame apart with a welder

The machines can be deconstructed this way:

  1. Screw the maintenance panel out
  2. Remove the components and the circuit board with a crowbar
  3. Cut the wires out
  4. Unwrench the frame from the ground
  5. Dissasemble the frame with a screwdriver

Wrench
Welding tool
Screwdriver
Crowbar
Wirecutter

As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some weird people might find it fun.

*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.