Difference between revisions of "Guide to Munitions"

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(Updates for newernitions)
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50 Caliber cannons 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. The cannons are directly controlled by their designated consoles, and can hold 100 rounds of ammo. To control it, simply open the console and start shooting at things.
 
50 Caliber cannons 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. The cannons are directly controlled by their designated consoles, and can hold 100 rounds of ammo. To control it, simply open the console and start shooting at things.
 
Luckily for you, loading these cannons is as easy as firing them. Just go to the top deck and insert a new box of ammo into the gun turrets.
 
Luckily for you, loading these cannons is as easy as firing them. Just go to the top deck and insert a new box of ammo into the gun turrets.
===Railgun===
 
The Railgun is a heavy-duty cannon that fires powerful burst rounds. It is the only weapon controlled by the navigation console in the bridge and requires regular maintenance. These weapons have recently been removed from the standard ship loadout, though their use and construction is still permitted on Nanotrasen ships.
 
 
This is a great big thing that does great big damage. It uses Teflon-coated tungsten rounds, of which you can load up to four at once before the magazine is full. Once it's loaded, go to the console linked to the railgun, click "Load Tray", then "Chamber Tray Payload", and finally "Disengage safeties". Before reloading after a shot is fired you'll have to turn the safeties back on to avoid the gun breaking, because the safeties stop the gun from deteriorating.
 
 
===Artillery Cannon (Deck Gun)===
 
===Artillery Cannon (Deck Gun)===
 
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br>
 
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br>
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# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.
 
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.
 
# Go to the console and hit "Pack from loader".  
 
# Go to the console and hit "Pack from loader".  
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder, or 3 of the plasma-based accelerant.
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# Repeat these steps many times if you want a faster shot. You will generally load 3 bags of normal gunpowder.
# Go back to the Console, and hit "Feed Shell", then "Load Shell".
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# Go back to the Console, and hit "Feed Shell".
 
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps
 
# 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.
 
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.
To see how much power is behind each shot, examine the shell loading gate, or an ejected shell. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 0.5 dT, 1 bag of gunpowder adds 0.5 dT, and plasma-based accelerant adds 1 dT. You should be aiming to have 3.5 dT in each shell!
 
  
===Torpedo Tubes===
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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 plasma-based accelerant adds 50% dT. You should be aiming to have 100% dT in each shell!
Torpedo tubes, as the name suggests, fire high-velocity torpedoes which detonate immediately upon impact. 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.
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===Autonomous Missile System (AMS)===
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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!
  
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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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:
===Autonomous Missile System (AMS)===
 
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles automatically at targeted enemies. Loading the missiles is similar to torpedo tubes, requiring them to be assembled and then dragged in, chambered, and loaded.
 
Operating 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====
 
====Anti-ship====
 
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.
 
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====
 
====Countermeasure====
 
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.
 
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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=== Torpedo Tubes ===
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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.
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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
 +
 
===Gauss Guns===
 
===Gauss Guns===
 
Gauss guns can be found exclusively on multi-z maps, and 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.
 
Gauss guns can be found exclusively on multi-z maps, and 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.
 
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.
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 +
=== Superliminal Bluespace Artillery ===
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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 questionable 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.'''
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=== Flak cannons ===
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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 as simple as inputting a new box of ammo into the rack on the wall.
 +
 
==Acquiring ammunition==
 
==Acquiring ammunition==
 
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.
 
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.
===50 Cal./Railgun/Deck gun===
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===50 Cal./Flak/Deck gun===
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for 2000 credits per crate with the exception of the 50 Cal. which can be bought for 1000. The gunpowder for the deck guns can also be acquired this way.<br>
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These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.<br>Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.
Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the cargolathe.
 
  
 
 
===Torpedoes and Missiles===
 
===Torpedoes and Missiles===
 
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!
 
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!
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# Weld it all together.
 
# Weld it all together.
 
There are a total of six different types of torpedoes you can make. Each serves a different purpose.
 
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.
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* 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.
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* 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.
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* 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.
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* 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.
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* 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.
 
* 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 two types of missile right now, but it's still important to know the difference.
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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.
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* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage.  
* Decoy missiles are used to confuse enemy targeting systems and radar detection. Allowing you to unleash your full wrath on the enemy without getting hit yourself.
 
 
====Autonomous Missile Factory====
 
====Autonomous Missile Factory====
 
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]
 
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]
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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.  
 
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 cargolathe along with the conveyor belts after their research has been completed.
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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.
 
==Weapon maintenance==
 
==Weapon maintenance==
 
Most weapons require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br>
 
Most weapons require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br>
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With that out of the way, here are a few tips if you want to arm your ship:
 
With that out of the way, here are a few tips if you want to arm your ship:
 
*To build ''any'' weapon, you will need circuits that are researched by [[Scientist|R&D]]. These techs are costly, and are a good way down the tech tree, so don't expect them to be ready fast.
 
*To build ''any'' weapon, you will need circuits that are researched by [[Scientist|R&D]]. These techs are costly, and are a good way down the tech tree, so don't expect them to be ready fast.
*Many weapon parts can be printed from the cargo protolathe. For this reason, it is a good idea to ask the [[Quartermaster]] for his spare machine board. If you can get your hands on the resources needed, you might want to set up an autolathe too.
 
 
*All big guns (Torp tubes, Railguns, VLS tubes) will need a Munitions Computer linked to them. These computers are researched along other weapon parts, and can be [[Guide_to_construction#Computers|constructed like a normal computer]]. To link them, use a multitool on the built weapon first, then the computer, and select the desired option.
 
*All big guns (Torp tubes, Railguns, VLS tubes) will need a Munitions Computer linked to them. These computers are researched along other weapon parts, and can be [[Guide_to_construction#Computers|constructed like a normal computer]]. To link them, use a multitool on the built weapon first, then the computer, and select the desired option.
 
**Naval Artillery '''DOES NOT''' need a munitions computer.
 
**Naval Artillery '''DOES NOT''' need a munitions computer.
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 railguns might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 .50 caliber guns WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.
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*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 .50 caliber guns WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.
 
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.
 
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.
 
Here is how you can construct ship weaponry:
 
Here is how you can construct ship weaponry:
=== Railgun ===
 
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"
 
!rowspan="2" style='background-color:#cce6ff;'|[[File:Railgun.png]]<br>Railgun
 
! style='background-color:#99ccff; width:20%'|Requires to build
 
! style='background-color:#99ccff'|How to build
 
|-
 
|[[File:Metal_r.png|Plasteel]]x6<br>[[File:Nanoglass.png|Nanocarbon glass]]x4<br>[[File:Railgun rail.png|Railgun rail]]x2<br>[[File:Capacitor.png|Capacitator]]x4<br>[[File:CableCoils.png|Cable]]x4<br>[[File:FiringBoard.png|Firing electronics]]x1<br>[[File:Loading tray.png|Railgun loading tray]]x1<br>[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]
 
|style="vertical-align: top; padding: 10px;"|
 
#  Build Railgun frame from 4 '''Plasteel Sheets'''
 
#  '''Wrench''' into place.
 
#  '''Weld''' it to the floor.
 
#  Insulate the frame with 4 '''Nanocarbon glass sheets'''
 
#  '''Wrench''' the insulation in place
 
#  Add 2 '''Railgun rails'''
 
## Note: Can be made from 1 duranium
 
#  '''Wrench''' the rails in
 
#  Add 4 '''Capacitators'''
 
## Note: They can't be inserted with an RPED, need to be inserted by hand
 
# '''Screwdriver''' the capacitators
 
#Add 4 '''Pieces of cable'''
 
#'''Weld''' the cabling in place
 
#Add the '''Firing Electronics'''
 
#'''Screw''' the electronics in
 
#Add the '''Plasteel''' casing
 
#Add the '''Loading tray'''
 
##Note: It's made from 10 metal
 
<br>
 
|-
 
!colspan="3" style="background-color:#99ccff"|How to deconstruct
 
|-
 
!colspan="1"  style='background-color:#99ccff; width:20%'|Tools
 
|rowspan="2" colspan="3"|
 
# '''Screw''' the maintenance panel out
 
# '''Wrench''' the inner bolts away
 
# '''Pry''' the casing out
 
##Note: The weapon can now be lubricated
 
# Remove the loading try '''by hand'''
 
# '''Weld''' the casing away
 
# '''Unscrew''' the firing electronics
 
# '''Pry''' the electronics out
 
# '''Weld''' the soldering of the wires away
 
# '''Cut''' the wiring
 
# '''Screw''' the capacitators out
 
# Remove the capacitators '''by hand'''
 
# '''Unwrench''' the rails
 
# '''Pry''' the rails out
 
# '''Unwrench''' the insulation's bolts
 
# '''Pry''' the insulation out
 
# '''Unweld''' the frame from the ground
 
# '''Unbolt''' the frame
 
# '''Weld''' the frame away
 
|-
 
|colspan="1" style="text-align: center;"|
 
[[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]]
 
|}
 
 
=== .50 cal gun ===
 
=== .50 cal gun ===
 
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"
 
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"

Revision as of 13:26, 1 June 2021

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

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.

An example of an Artillery bay configuration.

50 Cal. Cannons

50 Caliber cannons 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. The cannons are directly controlled by their designated consoles, and can hold 100 rounds of ammo. To control it, simply open the console and start shooting at things. Luckily for you, loading these cannons is as easy as firing them. Just go to the top deck and insert a new box of ammo into the gun turrets.

Artillery Cannon (Deck Gun)

The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. 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, and arm it with a multitool.
  2. Drag it onto the Payload Loading Gate.
  3. Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.
  4. Go to the console and hit "Pack from loader".
  5. Repeat these steps many times if you want a faster shot. You will generally load 3 bags of normal gunpowder.
  6. Go back to the Console, and hit "Feed Shell".
  7. 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.

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 plasma-based accelerant adds 50% dT. You should be aiming to have 100% dT in each shell!

Autonomous Missile System (AMS)

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

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

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.

Torpedo Tubes

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

Gauss Guns

Gauss guns can be found exclusively on multi-z maps, and 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.

Superliminal Bluespace Artillery

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 questionable 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.

Flak cannons

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 as simple as inputting a new box of ammo into the rack on the wall.

Acquiring ammunition

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.

50 Cal./Flak/Deck gun

These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.
Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.

Torpedoes and Missiles

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!

These are the steps you need to construct a missile or torpedo:

  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.

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

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.

Weapon maintenance

Most weapons 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 weapons 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. Use a crowbar to carefully lever out the internal panel
  4. Apply 10 units of Oil to the exposed internal machinery, repeat as needed
  5. Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place

You're ready

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

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 .50 cal to the largest Railgun, you can outfit your ship with all the firepower.

Disclaimer: this is ADVANCED munitions knowledge, you don't need to know this to be a good Munitions Technician. If you know this, all the better for you, but first time MTs shouldn't read this, as the knowledge told up above is more than enough. Also, most ships come equipped with all the necessary weapons to defend themselves, so building new ones should only be a side job.

With that out of the way, here are a few tips if you want to arm your ship:

  • To build any weapon, you will need circuits that are researched by R&D. These techs are costly, and are a good way down the tech tree, so don't expect them to be ready fast.
  • All big guns (Torp tubes, Railguns, VLS tubes) will need a Munitions Computer linked to them. These computers are researched along other weapon parts, and can be constructed like a normal computer. To link them, use a multitool on the built weapon first, then the computer, and select the desired option.
    • Naval Artillery DOES NOT need a munitions computer.
  • 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 .50 caliber guns 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:

.50 cal gun

50 cal.png
.50 cal
Requires to build How to build
Metalx35
Titaniumx20
Copperx10
Cablex5
.50 cal turret board.50 cal turret 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 10 copper
  6. Add 5 cable
  7. Screwdriver it to finish the machine
  8. Hit it with a Multitool
  9. Build a 50 cal turret console
    1. Built like any other computer
  10. Hit the console with the Multitool to link it to the turret


How to deconstruct
Tools
  1. Unload the gun either by shooting all the bullets, or by removing the magazine by hand
  2. Screw the maintenance panel out
  3. Wrench the inner casing
  4. Pry the casing out
    1. Note: The weapon can now be lubricated
  5. Beat it apart with any other tool

Wrench
Screwdriver
Crowbar

Torpedo Tube

File:Torptube.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
  3. Pry the casing out
    1. Note: The weapon can now be lubricated
  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

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
    1. Note: The weapon can now be lubricated
  4. Beat it apart with any other tool

Wrench
Screwdriver
Crowbar

Naval Artillery

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
Metalx25
Nanocarbon glassx4
Copperx50
Diamondx5
Cablex34
Firing Electronicsx1
Capacitatorx4
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
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

  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

  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 a Mac Barrel
    1. Note: Can be made from 1 duranium
  6. Weld the barrel in
  7. Add insulation made from 4 nanocarbon glass
  8. Wrench the insulation in
  9. Add 4 Capatitor
  10. Screw the capacitors in
  11. Add 4 wires
  12. Weld the wiring down
  13. Add the firing electronics
  14. Screw the electronics in
  15. Add 2 plasteel
  16. Add the Loading tray
    1. Note: It's made from 10 metal
  17. Hit it with a Multitool to link it to the core beneath it


How to deconstruct
Tools

The frame can be deconstructed this way:

  1. Screw the maintenance panel out
  2. Wrench the inner casing
  3. Pry the casing out
    1. Note: The weapon can now be lubricated

The machines can be deconstructed this way:

  1. Screw the maintenance panle 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.