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	<id>https://wiki.astralconstellation.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin</id>
	<title>TSCM Encylopedia Galatica - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.astralconstellation.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin"/>
	<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php/Special:Contributions/Admin"/>
	<updated>2026-08-12T02:15:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=History&amp;diff=149</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=History&amp;diff=149"/>
		<updated>2026-08-11T22:19:04Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Major Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The server has been in existence since 2011. &lt;br /&gt;
&lt;br /&gt;
=== Major Events ===&lt;br /&gt;
&lt;br /&gt;
On July 25th, 2025, the governing council of Resurgent Shipworks (RSV) have left the Phoenix Coalition with the reasoning that coalition has not aligned with RSVs corporate interests in economic expansion. Cordial friendships were stated to remain.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=65</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=65"/>
		<updated>2026-01-19T20:10:55Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Beam Emitter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Turret ===&lt;br /&gt;
&lt;br /&gt;
Class: ship_turret_base&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Ion Laser&lt;br /&gt;
**Energy consumption: 1000&lt;br /&gt;
**Fire duration: 7.00 seconds&lt;br /&gt;
**Damage per second when firing: 2250&lt;br /&gt;
**Shield damage per second when firing: 120&lt;br /&gt;
*Flak&lt;br /&gt;
**Energy per projectile: 250&lt;br /&gt;
**Projectile speed (hammer units/s): 8000&lt;br /&gt;
**Projectiles per volley: 8&lt;br /&gt;
**Damage per hit: 300&lt;br /&gt;
**Base shield damage per hit: 300&lt;br /&gt;
*Kinetic&lt;br /&gt;
**Energy per projectile: 375&lt;br /&gt;
**Projectile speed (hammer units/s): 8000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 1200&lt;br /&gt;
**Base shield damage per hit: 120&lt;br /&gt;
*Pulse Antiproton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 2&lt;br /&gt;
**Damage per hit: 2025&lt;br /&gt;
**Base shield damage per hit: 4050&lt;br /&gt;
**Critical hit chance: 5%&lt;br /&gt;
*Pulse Disruptor&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Pulse Phaser&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Pulse Plasma&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 2&lt;br /&gt;
**Damage per hit: 375&lt;br /&gt;
**Base shield damage per hit: 37.5&lt;br /&gt;
**Damage over time: 1500 over 4 seconds&lt;br /&gt;
*Pulse Proton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 600&lt;br /&gt;
**Base shield damage per hit: 600&lt;br /&gt;
**Damage penetrating shields: 90%&lt;br /&gt;
*Pulse Polaron&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 675&lt;br /&gt;
**Base shield damage per hit: 1350&lt;br /&gt;
**Energy drained per hit: 200&lt;br /&gt;
*Pulse Protonic Polaron&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 825&lt;br /&gt;
**Base shield damage per hit: 825&lt;br /&gt;
**Energy drained per hit: 100&lt;br /&gt;
**Damage penetrating shields: 45%&lt;br /&gt;
*Pulse Spiral Wave Disruptor&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Pulse Tetryon&lt;br /&gt;
**Energy per projectile: 600&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 150&lt;br /&gt;
**Base shield damage per hit: 3000&lt;br /&gt;
*Pulse Voth Antiproton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 750&lt;br /&gt;
**Base shield damage per hit: 1500&lt;br /&gt;
**Enemy damage reduction on hit: 10% for 5% of hits&lt;br /&gt;
*Destiny Pulse&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Destiny Main Pulse&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;br /&gt;
&lt;br /&gt;
=== Cruise Missile === &lt;br /&gt;
&lt;br /&gt;
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.&lt;br /&gt;
&lt;br /&gt;
Class name: cruise_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Max loaded: 4&lt;br /&gt;
&lt;br /&gt;
Loading time: 5 seconds&lt;br /&gt;
&lt;br /&gt;
Energy per missile shot: 1,000&lt;br /&gt;
&lt;br /&gt;
Missile speed: 6,000 u/s&lt;br /&gt;
&lt;br /&gt;
Damage: 1000 per hit&lt;br /&gt;
&lt;br /&gt;
=== SAM Launcher ===&lt;br /&gt;
&lt;br /&gt;
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Class name: sam_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
*Max loaded: 3&lt;br /&gt;
*Loading time: 5 seconds.&lt;br /&gt;
*Energy per missile shot: 500.&lt;br /&gt;
*Missile speed: 6,000 u/s.&lt;br /&gt;
*Damage: 500 per hit.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=64</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=64"/>
		<updated>2026-01-19T16:05:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Ship Turret */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Turret ===&lt;br /&gt;
&lt;br /&gt;
Class: ship_turret_base&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Ion Laser&lt;br /&gt;
**Energy consumption: 1000&lt;br /&gt;
**Fire duration: 7.00 seconds&lt;br /&gt;
**Damage per second when firing: 2250&lt;br /&gt;
**Shield damage per second when firing: 120&lt;br /&gt;
*Flak&lt;br /&gt;
**Energy per projectile: 250&lt;br /&gt;
**Projectile speed (hammer units/s): 8000&lt;br /&gt;
**Projectiles per volley: 8&lt;br /&gt;
**Damage per hit: 300&lt;br /&gt;
**Base shield damage per hit: 300&lt;br /&gt;
*Kinetic&lt;br /&gt;
**Energy per projectile: 375&lt;br /&gt;
**Projectile speed (hammer units/s): 8000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 1200&lt;br /&gt;
**Base shield damage per hit: 120&lt;br /&gt;
*Pulse Antiproton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 2&lt;br /&gt;
**Damage per hit: 2025&lt;br /&gt;
**Base shield damage per hit: 4050&lt;br /&gt;
**Critical hit chance: 5%&lt;br /&gt;
*Pulse Disruptor&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Pulse Phaser&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Pulse Plasma&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 2&lt;br /&gt;
**Damage per hit: 375&lt;br /&gt;
**Base shield damage per hit: 37.5&lt;br /&gt;
**Damage over time: 1500 over 4 seconds&lt;br /&gt;
*Pulse Proton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 600&lt;br /&gt;
**Base shield damage per hit: 600&lt;br /&gt;
**Damage penetrating shields: 90%&lt;br /&gt;
*Pulse Polaron&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 675&lt;br /&gt;
**Base shield damage per hit: 1350&lt;br /&gt;
**Energy drained per hit: 200&lt;br /&gt;
*Pulse Protonic Polaron&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 825&lt;br /&gt;
**Base shield damage per hit: 825&lt;br /&gt;
**Energy drained per hit: 100&lt;br /&gt;
**Damage penetrating shields: 45%&lt;br /&gt;
*Pulse Spiral Wave Disruptor&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Pulse Tetryon&lt;br /&gt;
**Energy per projectile: 600&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 150&lt;br /&gt;
**Base shield damage per hit: 3000&lt;br /&gt;
*Pulse Voth Antiproton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 750&lt;br /&gt;
**Base shield damage per hit: 1500&lt;br /&gt;
**Enemy damage reduction on hit: 10% for 5% of hits&lt;br /&gt;
*Destiny Pulse&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Destiny Main Pulse&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;br /&gt;
&lt;br /&gt;
=== Cruise Missile === &lt;br /&gt;
&lt;br /&gt;
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.&lt;br /&gt;
&lt;br /&gt;
Class name: cruise_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Max loaded: 4&lt;br /&gt;
&lt;br /&gt;
Loading time: 5 seconds&lt;br /&gt;
&lt;br /&gt;
Energy per missile shot: 1,000&lt;br /&gt;
&lt;br /&gt;
Missile speed: 6,000 u/s&lt;br /&gt;
&lt;br /&gt;
Damage: 1000 per hit&lt;br /&gt;
&lt;br /&gt;
=== SAM Launcher ===&lt;br /&gt;
&lt;br /&gt;
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Class name: sam_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
*Max loaded: 3&lt;br /&gt;
*Loading time: 5 seconds.&lt;br /&gt;
*Energy per missile shot: 500.&lt;br /&gt;
*Missile speed: 6,000 u/s.&lt;br /&gt;
*Damage: 500 per hit.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=63</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=63"/>
		<updated>2026-01-19T15:50:44Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Turret ===&lt;br /&gt;
&lt;br /&gt;
Class: ship_turret_base&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Ion Laser&lt;br /&gt;
**Energy consumption: 1000&lt;br /&gt;
**Fire duration: 7.00 seconds&lt;br /&gt;
**Damage per second when firing: 2250&lt;br /&gt;
**Shield damage per second when firing: 120&lt;br /&gt;
*Flak&lt;br /&gt;
**Energy per projectile: 250&lt;br /&gt;
**Projectile speed (hammer units/s): 8000&lt;br /&gt;
**Projectiles per volley: 8&lt;br /&gt;
**Damage per hit: 300&lt;br /&gt;
**Base shield damage per hit: 300&lt;br /&gt;
*Kinetic&lt;br /&gt;
**Energy per projectile: 375&lt;br /&gt;
**Projectile speed (hammer units/s): 8000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 1200&lt;br /&gt;
**Base shield damage per hit: 120&lt;br /&gt;
*Pulse Antiproton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 2&lt;br /&gt;
**Damage per hit: 2025&lt;br /&gt;
**Base shield damage per hit: 4050&lt;br /&gt;
**Critical hit chance: 5%&lt;br /&gt;
*Pulse Disruptor&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Pulse Phaser&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Pulse Plasma&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 2&lt;br /&gt;
**Damage per hit: 375&lt;br /&gt;
**Base shield damage per hit: 37.5&lt;br /&gt;
**Damage over time: 1500 over 4 seconds&lt;br /&gt;
*Pulse Proton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 600&lt;br /&gt;
**Base shield damage per hit: 600&lt;br /&gt;
**Damage penetrating shields: 90%&lt;br /&gt;
*Pulse Polaron&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 600&lt;br /&gt;
**Base shield damage per hit: 600&lt;br /&gt;
**Damage penetrating shields: 90%&lt;br /&gt;
*Pulse Proton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 600&lt;br /&gt;
**Base shield damage per hit: 600&lt;br /&gt;
**Damage penetrating shields: 90%&lt;br /&gt;
*Pulse Protonic Polaron&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 825&lt;br /&gt;
**Base shield damage per hit: 825&lt;br /&gt;
**Energy drained per hit: 100&lt;br /&gt;
**Damage penetrating shields: 45%&lt;br /&gt;
*Pulse Spiral Wave Disruptor&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Pulse Tetryon&lt;br /&gt;
**Energy per projectile: 600&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 3&lt;br /&gt;
**Damage per hit: 150&lt;br /&gt;
**Base shield damage per hit: 3000&lt;br /&gt;
*Pulse Voth Antiproton&lt;br /&gt;
**Energy per projectile: 750&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 750&lt;br /&gt;
**Base shield damage per hit: 1500&lt;br /&gt;
**Enemy damage reduction on hit: 10% for 5% of hits&lt;br /&gt;
*Destiny Pulse&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
*Destiny Main Pulse&lt;br /&gt;
**Energy per projectile: 500&lt;br /&gt;
**Projectile speed (hammer units/s): 6000&lt;br /&gt;
**Projectiles per volley: 4&lt;br /&gt;
**Damage per hit: 1050&lt;br /&gt;
**Base shield damage per hit: 2100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;br /&gt;
&lt;br /&gt;
=== Cruise Missile === &lt;br /&gt;
&lt;br /&gt;
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.&lt;br /&gt;
&lt;br /&gt;
Class name: cruise_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Max loaded: 4&lt;br /&gt;
&lt;br /&gt;
Loading time: 5 seconds&lt;br /&gt;
&lt;br /&gt;
Energy per missile shot: 1,000&lt;br /&gt;
&lt;br /&gt;
Missile speed: 6,000 u/s&lt;br /&gt;
&lt;br /&gt;
Damage: 1000 per hit&lt;br /&gt;
&lt;br /&gt;
=== SAM Launcher ===&lt;br /&gt;
&lt;br /&gt;
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Class name: sam_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
*Max loaded: 3&lt;br /&gt;
*Loading time: 5 seconds.&lt;br /&gt;
*Energy per missile shot: 500.&lt;br /&gt;
*Missile speed: 6,000 u/s.&lt;br /&gt;
*Damage: 500 per hit.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=62</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=62"/>
		<updated>2026-01-01T19:46:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* SAM Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;br /&gt;
&lt;br /&gt;
=== Cruise Missile === &lt;br /&gt;
&lt;br /&gt;
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.&lt;br /&gt;
&lt;br /&gt;
Class name: cruise_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Max loaded: 4&lt;br /&gt;
&lt;br /&gt;
Loading time: 5 seconds&lt;br /&gt;
&lt;br /&gt;
Energy per missile shot: 1,000&lt;br /&gt;
&lt;br /&gt;
Missile speed: 6,000 u/s&lt;br /&gt;
&lt;br /&gt;
Damage: 1000 per hit&lt;br /&gt;
&lt;br /&gt;
=== SAM Launcher ===&lt;br /&gt;
&lt;br /&gt;
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Class name: sam_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
*Max loaded: 3&lt;br /&gt;
*Loading time: 5 seconds.&lt;br /&gt;
*Energy per missile shot: 500.&lt;br /&gt;
*Missile speed: 6,000 u/s.&lt;br /&gt;
*Damage: 500 per hit.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=61</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=61"/>
		<updated>2026-01-01T19:46:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* SAM Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;br /&gt;
&lt;br /&gt;
=== Cruise Missile === &lt;br /&gt;
&lt;br /&gt;
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.&lt;br /&gt;
&lt;br /&gt;
Class name: cruise_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Max loaded: 4&lt;br /&gt;
&lt;br /&gt;
Loading time: 5 seconds&lt;br /&gt;
&lt;br /&gt;
Energy per missile shot: 1,000&lt;br /&gt;
&lt;br /&gt;
Missile speed: 6,000 u/s&lt;br /&gt;
&lt;br /&gt;
Damage: 1000 per hit&lt;br /&gt;
&lt;br /&gt;
=== SAM Launcher ===&lt;br /&gt;
&lt;br /&gt;
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Class name: sam_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Max loaded: 3&lt;br /&gt;
Loading time: 5 seconds.&lt;br /&gt;
Energy per missile shot: 500.&lt;br /&gt;
Missile speed: 6,000 u/s.&lt;br /&gt;
Damage: 500 per hit.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=60</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=60"/>
		<updated>2026-01-01T19:44:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Cruise Missile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;br /&gt;
&lt;br /&gt;
=== Cruise Missile === &lt;br /&gt;
&lt;br /&gt;
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.&lt;br /&gt;
&lt;br /&gt;
Class name: cruise_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Max loaded: 4&lt;br /&gt;
&lt;br /&gt;
Loading time: 5 seconds&lt;br /&gt;
&lt;br /&gt;
Energy per missile shot: 1,000&lt;br /&gt;
&lt;br /&gt;
Missile speed: 6,000 u/s&lt;br /&gt;
&lt;br /&gt;
Damage: 1000 per hit&lt;br /&gt;
&lt;br /&gt;
=== SAM Launcher ===&lt;br /&gt;
&lt;br /&gt;
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Class name: sam_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Energy: 500 &lt;br /&gt;
Damage: 500 on hit&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=59</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=59"/>
		<updated>2026-01-01T19:44:17Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Cruise Missile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;br /&gt;
&lt;br /&gt;
=== Cruise Missile === &lt;br /&gt;
&lt;br /&gt;
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.&lt;br /&gt;
&lt;br /&gt;
Class name: cruise_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Max loaded: 4&lt;br /&gt;
Loading time: 5 seconds.&lt;br /&gt;
Energy per missile shot: 1,000.&lt;br /&gt;
Missile speed: 6,000 u/s.&lt;br /&gt;
Damage: 1000 per hit.&lt;br /&gt;
&lt;br /&gt;
=== SAM Launcher ===&lt;br /&gt;
&lt;br /&gt;
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Class name: sam_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Energy: 500 &lt;br /&gt;
Damage: 500 on hit&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=58</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=58"/>
		<updated>2025-12-30T20:05:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Torpedo Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;br /&gt;
&lt;br /&gt;
=== Cruise Missile === &lt;br /&gt;
&lt;br /&gt;
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.&lt;br /&gt;
&lt;br /&gt;
Class name: cruise_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Energy: 1000 &lt;br /&gt;
Damage: 1000 on hit&lt;br /&gt;
&lt;br /&gt;
=== SAM Launcher ===&lt;br /&gt;
&lt;br /&gt;
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Class name: sam_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Energy: 500 &lt;br /&gt;
Damage: 500 on hit&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Combat&amp;diff=147</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Combat&amp;diff=147"/>
		<updated>2025-12-30T18:23:22Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
Combat is an optional mechanic which allows players to fight each other (if both parties agree to it) or against the [[Borg]].&lt;br /&gt;
&lt;br /&gt;
Combat requires that the [[Build|ship]] either possess a ship core, or be a [[TSCM Ships|TSCM Ship]], as well as having damage enabled (found under the TSCM tool tab).&lt;br /&gt;
&lt;br /&gt;
Combat involves using [[Weapons|TSCM weapons] (some CAP weapons are enabled, however they are ineffectual, the TSCM equivalents deal significantly more damage) to fire at targets.&lt;br /&gt;
&lt;br /&gt;
Targets can have some sort form of [[Shields|shield]] and plating, but at a minimum have core health. Once the health reaches 0, the entity is destroyed (though not instantaneously). &lt;br /&gt;
&lt;br /&gt;
=== Weapons === &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapons Quark, weapons!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A more detailed page on weapon types can be found here ([[Weapons]]). Weapons require power, and a TSCM core. A member has a total limit of 16 weapons, and it is best to very the weapon types used (there is a penalty for spamming the same type of weapon). &lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
&lt;br /&gt;
A more detailed page on shields can be found here ([[Shields]]). Shields are not required however are encouraged as most weapons deal less damage to shields.&lt;br /&gt;
&lt;br /&gt;
=== Subsystems === &lt;br /&gt;
&lt;br /&gt;
Several [[TSCM Entities|TSCM entities]] have a &#039;subsystem&#039; health which acts as a quasi secondary health bar. &lt;br /&gt;
&lt;br /&gt;
Any damage near a subsystem will damage it, so even if they&#039;re buried things like torpedoes likely can still partially hit them.&lt;br /&gt;
&lt;br /&gt;
As for weapons, at the moment they can&#039;t be damaged independently. Only shields, sensor arrays, cloaking devices, life support cores and tractor beam emitters can be targeted and damaged as subsystems. &lt;br /&gt;
&lt;br /&gt;
Subsystems are individually damageable entities that will degrade as they take damage and can be completely disabled if they reach a low enough subsystem health. Note that player weapons damage subsystems more than ship weapons, so boarding a ship and attacking its systems directly can be beneficial.&lt;br /&gt;
&lt;br /&gt;
The following entities are currently defined as subsystems:&lt;br /&gt;
&lt;br /&gt;
*[[Shields]]&lt;br /&gt;
*[[Cloaking Device]]&lt;br /&gt;
*[[Sensor Array]]&lt;br /&gt;
*[[Stargazer#Life Support Controller|Life Support Controller]]&lt;br /&gt;
*[[Tractor Beam]]&lt;br /&gt;
*[[Repair Beam]]&lt;br /&gt;
*[[Ship Drives]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Ship_Drives&amp;diff=80</id>
		<title>Ship Drives</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Ship_Drives&amp;diff=80"/>
		<updated>2025-12-30T17:46:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The ship drive provides a way to teleport ships or stations to other parts of the map. The drive does not require power (with the exception of the hyperdrive).&lt;br /&gt;
&lt;br /&gt;
There are 6 variants of drives:&lt;br /&gt;
*FTL Drive&lt;br /&gt;
*Hyperdrive&lt;br /&gt;
*Warp Drive&lt;br /&gt;
*Quantum Slipstream&lt;br /&gt;
*Ship Drive&lt;br /&gt;
*Spore Drive&lt;br /&gt;
&lt;br /&gt;
Common wire inputs:&lt;br /&gt;
&lt;br /&gt;
*Activate - Initiates the warp progress&lt;br /&gt;
*Destination - Tells the drive where to warp to.&lt;br /&gt;
*Angle Offset - Input an angle to rotate the ship by when it next jumps. Rotation is done with world angles.&lt;br /&gt;
&lt;br /&gt;
=== FTL Drive ===&lt;br /&gt;
&lt;br /&gt;
Based on Battle Star Galatica, this drives provides near instant travel. The drive is not cannot be blocked, nor does it move to adjust to a correct warp angle. &lt;br /&gt;
&lt;br /&gt;
Class name: bsg_drive&lt;br /&gt;
&lt;br /&gt;
=== Hypedrive === &lt;br /&gt;
&lt;br /&gt;
Based on Stargate Hyperdrives, ship opens a hyperspace window directly infront of the ship and enters subspace where players cannot move. The drive can be blocked, that is if there is something infront of the ship the drive will not engage.&lt;br /&gt;
&lt;br /&gt;
Class name: sg_hyerdrive&lt;br /&gt;
&lt;br /&gt;
Additional wire input:&lt;br /&gt;
&lt;br /&gt;
*Speed - Range from 1 to 10, determines how long ship is in subspace&lt;br /&gt;
&lt;br /&gt;
=== Warp Drive ===&lt;br /&gt;
&lt;br /&gt;
Based on Star Trek Warp Drive, ship moves until a path is clear and then enters warp, where players cannot move. The drive cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
Class name: st_warp_drive&lt;br /&gt;
&lt;br /&gt;
Additional wire input:&lt;br /&gt;
&lt;br /&gt;
*Warp Factor -Range from 1 to 10, determines how long ship is in warp&lt;br /&gt;
&lt;br /&gt;
=== Quantum Slipstream === &lt;br /&gt;
&lt;br /&gt;
Based on Star Trek Quantum Slipstream Drive (seen in Voyager), the ship opens a tunnel directly infront where the ship is in slipstream. The drive cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
Class name: quantum_slipstream_drive&lt;br /&gt;
&lt;br /&gt;
=== Ship Drive === &lt;br /&gt;
&lt;br /&gt;
Based on HomeWorld Series, a square plane will move across the ship, and instantaneously reconstruct it elsewhere. The drive cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_drive&lt;br /&gt;
&lt;br /&gt;
=== Spore Drive ===&lt;br /&gt;
&lt;br /&gt;
Based on Star Trek Discovery Spore Drive, the ship &#039;spins&#039; around the axis and appears at target destination. The drive cannot be blocked. Note, a large spinning circular ring is not required, but is encouraged.&lt;br /&gt;
&lt;br /&gt;
Class name: spore_drive&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Ship_Drives&amp;diff=79</id>
		<title>Ship Drives</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Ship_Drives&amp;diff=79"/>
		<updated>2025-12-30T17:10:20Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The ship drive provides a way to teleport ships or stations to other parts of the map. The drive does not require power.&lt;br /&gt;
&lt;br /&gt;
There are 6 variants of drives:&lt;br /&gt;
*FTL Drive&lt;br /&gt;
*Hyperdrive&lt;br /&gt;
*Warp Drive&lt;br /&gt;
*Quantum Slipstream&lt;br /&gt;
*Ship Drive&lt;br /&gt;
*Spore Drive&lt;br /&gt;
&lt;br /&gt;
Common wire inputs:&lt;br /&gt;
&lt;br /&gt;
*Activate - Initiates the warp progress&lt;br /&gt;
*Destination - Tells the drive where to warp to.&lt;br /&gt;
*Angle Offset - Input an angle to rotate the ship by when it next jumps. Rotation is done with world angles.&lt;br /&gt;
&lt;br /&gt;
=== FTL Drive ===&lt;br /&gt;
&lt;br /&gt;
Based on Battle Star Galatica, this drives provides near instant travel. The drive is not cannot be blocked, nor does it move to adjust to a correct warp angle. &lt;br /&gt;
&lt;br /&gt;
Class name: bsg_drive&lt;br /&gt;
&lt;br /&gt;
=== Hypedrive === &lt;br /&gt;
&lt;br /&gt;
Based on Stargate Hyperdrives, ship opens a hyperspace window directly infront of the ship and enters subspace where players cannot move. The drive can be blocked, that is if there is something infront of the ship the drive will not engage.&lt;br /&gt;
&lt;br /&gt;
Class name: sg_hyerdrive&lt;br /&gt;
&lt;br /&gt;
Additional wire input:&lt;br /&gt;
&lt;br /&gt;
*Speed - Range from 1 to 10, determines how long ship is in subspace&lt;br /&gt;
&lt;br /&gt;
=== Warp Drive ===&lt;br /&gt;
&lt;br /&gt;
Based on Star Trek Warp Drive, ship moves until a path is clear and then enters warp, where players cannot move. The drive cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
Class name: st_warp_drive&lt;br /&gt;
&lt;br /&gt;
Additional wire input:&lt;br /&gt;
&lt;br /&gt;
*Warp Factor -Range from 1 to 10, determines how long ship is in warp&lt;br /&gt;
&lt;br /&gt;
=== Quantum Slipstream === &lt;br /&gt;
&lt;br /&gt;
Based on Star Trek Quantum Slipstream Drive (seen in Voyager), the ship opens a tunnel directly infront where the ship is in slipstream. The drive cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
Class name: quantum_slipstream_drive&lt;br /&gt;
&lt;br /&gt;
=== Ship Drive === &lt;br /&gt;
&lt;br /&gt;
Based on HomeWorld Series, a square plane will move across the ship, and instantaneously reconstruct it elsewhere. The drive cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_drive&lt;br /&gt;
&lt;br /&gt;
=== Spore Drive ===&lt;br /&gt;
&lt;br /&gt;
Based on Star Trek Discovery Spore Drive, the ship &#039;spins&#039; around the axis and appears at target destination. The drive cannot be blocked. Note, a large spinning circular ring is not required, but is encouraged.&lt;br /&gt;
&lt;br /&gt;
Class name: spore_drive&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Sensor_Array&amp;diff=84</id>
		<title>Sensor Array</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Sensor_Array&amp;diff=84"/>
		<updated>2025-12-30T16:57:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sensor array gives you a way to determine your enemy&#039;s hull strength, [[Shields|shield]] strength and if applicable, armour strength.&lt;br /&gt;
&lt;br /&gt;
Wire inputs/outputs&lt;br /&gt;
It has one wire input, the target entity you want information about. If you target a ship core, you&#039;ll get the whole ship&#039;s health and its shield generator&#039;s status too if it has one.&lt;br /&gt;
&lt;br /&gt;
As for outputs, it depends on what you wired as the target.&lt;br /&gt;
&lt;br /&gt;
*Health - The amount of hull strength the target has.&lt;br /&gt;
*Max Health - The maximum hull strength the target has.&lt;br /&gt;
*Plating - For a ship core, this is the plating amount. Ranges from 0 to 100.&lt;br /&gt;
*Shields - For a shuttle, this is the shuttle&#039;s current shield strength. Ranges from 0 to 100.&lt;br /&gt;
*Armour - For a type 11/class 2 shuttle (or a mod+&#039;s ship core) this is the current armour health.&lt;br /&gt;
*Shield Emitter - If your target is a ship core with a starship shield, then this is its total charge.&lt;br /&gt;
*Shield Active - 1 if your target&#039;s starship shield is raised, 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sensor array is also required for specific starfall functions, such as deep scans.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=57</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=57"/>
		<updated>2025-12-30T16:55:24Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;br /&gt;
&lt;br /&gt;
=== Cruise Missile === &lt;br /&gt;
&lt;br /&gt;
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.&lt;br /&gt;
&lt;br /&gt;
Class name: cruise_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Energy: 1000 &lt;br /&gt;
Damage: 1000 on hit&lt;br /&gt;
&lt;br /&gt;
=== SAM Launcher ===&lt;br /&gt;
&lt;br /&gt;
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Class name: sam_missile_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees&lt;br /&gt;
&lt;br /&gt;
Energy: 500 &lt;br /&gt;
Damage: 500 on hit&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=TSCM_Entities&amp;diff=73</id>
		<title>TSCM Entities</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=TSCM_Entities&amp;diff=73"/>
		<updated>2025-12-30T16:51:18Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of TSCM Entities (does not include Stargazer, shuttles, personal weapons):&lt;br /&gt;
&lt;br /&gt;
*[[Ship Core]]&lt;br /&gt;
*[[Ship Drives|Ship Drive]]&lt;br /&gt;
*[[Transporters|Transporter Pad]]&lt;br /&gt;
*[[Sensor Array]]&lt;br /&gt;
*[[Forcefield Emitter]]&lt;br /&gt;
*[[Cloaking Device]]&lt;br /&gt;
*[[Shields|Starship Shield]]&lt;br /&gt;
*[[Computer Core]]&lt;br /&gt;
*[[Tractor Beam]]&lt;br /&gt;
*[[Weapons#Ion Laser|Ion Laser]]&lt;br /&gt;
*[[Weapons#Keeper Laser|Keeper Laser]]&lt;br /&gt;
*[[Weapons#Pulsar Emitter|Pulsar Emitter]]&lt;br /&gt;
*[[Weapons#Ship Cannon|Ship Cannon]]&lt;br /&gt;
*[[Weapons#Pulse Emitter|Pulse Emitter]]&lt;br /&gt;
*[[Weapons#Phaser|Phaser]]&lt;br /&gt;
*[[Weapons#Torpedo Launcher|Torpedo Launcher]]&lt;br /&gt;
*[[Weapons#Beam Emitter|Beam Emitter]]&lt;br /&gt;
*[[Weapons#Ship Turret|Ship Turret]]&lt;br /&gt;
*[[Weapons#Cruise Missile Launcher|Cruise Missile Launcher]]&lt;br /&gt;
*[[Weapons#SAM Launcher|SAM Launcher]]&lt;br /&gt;
*[[Weapons#Stargate Beam Emitter|Stargate Beam Emitter]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Ship_Core&amp;diff=77</id>
		<title>Ship Core</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Ship_Core&amp;diff=77"/>
		<updated>2025-12-30T16:50:44Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The ship core is vital to any ship that wants to take part in combat. With it installed, all your ship&#039;s props will have a combined health instead of being destroyed piece by piece. All of the weapon entities here need a ship core to be able to fire.&lt;br /&gt;
&lt;br /&gt;
If you use all weapons of the same type (e.g all phaser beams/turrets) then you gain a 20% damage bonus to those weapons. This applies only to Ion lasers, beam emitters, phaser emitters and turrets.&lt;br /&gt;
&lt;br /&gt;
Wire inputs:&lt;br /&gt;
&lt;br /&gt;
*Enable Emitters - Turns on any Pulsar Emitters you have on your ship, causing them to fire at nearby targets.&lt;br /&gt;
*Self Destruct - For when there&#039;s no other way out.&lt;br /&gt;
*Deploy Armour - Currently only for mod+ due to balance issues. Deploys ablative armour on your ship&#039;s hull, adding 500,000 effective health and reducing incoming damage by 25%. Larger ships use more energy to deploy.&lt;br /&gt;
*Enable Plating - Enables the core&#039;s plating and health regeneration. This will use up energy.&lt;br /&gt;
*Repair Target - Sets the entity to target with the repair beam.&lt;br /&gt;
*Fire Repair Beam - Fires the repair beam at the set target (requires repair beam emitters to be present on the ship firing the beam).&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
When taking health damage, wire screens will randomly spark and flicker.&lt;br /&gt;
Repairs health at the maximum of 5000 HP or 2.5% of max HP per second after not taking damage for 15 seconds.&lt;br /&gt;
&lt;br /&gt;
Has a light shield called &#039;plating&#039; will absorb some damage, requires energy to charge. Plating takes 500 energy per second to charge.&lt;br /&gt;
&lt;br /&gt;
The ratio of hull damage to plating damage is 0.0005&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
&lt;br /&gt;
If you wish, you can choose to specialize your core towards a certain aspect, which will affect how everything on the ship operates.&lt;br /&gt;
&lt;br /&gt;
*Standard&lt;br /&gt;
**All stats at 100%.&lt;br /&gt;
*Tactical&lt;br /&gt;
**Fire rate: +25%&lt;br /&gt;
**Hull damage taken: +10%&lt;br /&gt;
**All other stats 100%.&lt;br /&gt;
*Engineering&lt;br /&gt;
**Hull strength: +25%&lt;br /&gt;
**Fire rate: -10%&lt;br /&gt;
**All other stats 100%.&lt;br /&gt;
*Science&lt;br /&gt;
**Shield strength: +25%&lt;br /&gt;
**Weapon strength: -10%&lt;br /&gt;
**All other stats 100%.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Transporters&amp;diff=82</id>
		<title>Transporters</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Transporters&amp;diff=82"/>
		<updated>2025-12-30T16:48:44Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Transporter Pad === &lt;br /&gt;
The transporter pad is a Star Trek stlye transporter, with 6 individual pads. Each pad can beam in an entity to it.&lt;br /&gt;
&lt;br /&gt;
Wire inputs:&lt;br /&gt;
&lt;br /&gt;
*Beam to pads - Beams all target entities to the transporter pad.&lt;br /&gt;
*Beam from pads - Beams any entities on the transporter pad to the input vector destination.&lt;br /&gt;
*Beam to vector - Beams the first target entity to the input vector destination.&lt;br /&gt;
*Energise pad - Beams up the target for the given pad, e.g. firing 2 beams up target 2.&lt;br /&gt;
*Keep formation - Decides whether to keep the entities in the exact formation they were beamed out when using &amp;quot;Beam from pads&amp;quot;.&lt;br /&gt;
*Target1-6 - These are the target entities for beaming to the pad.&lt;br /&gt;
*TargetLocation - The vector destination for &amp;quot;Beam from pads&amp;quot; and &amp;quot;Beam to vector&amp;quot;.&lt;br /&gt;
*Target Pad - Set this to a transporter pad entity, and beaming out will beam directly to it.&lt;br /&gt;
&lt;br /&gt;
=== Asgard Transport ===&lt;br /&gt;
&lt;br /&gt;
The Asgard Transporter found in the TSCM entities tab, behaves relatively similar to transporter pad, however it only offers site to site, beaming a target or vector to another vector.&lt;br /&gt;
&lt;br /&gt;
Wire inputs:&lt;br /&gt;
*Target - This is the target entity&lt;br /&gt;
*Origin - This is a vector location for transporting from, useful for props/multiple targets&lt;br /&gt;
*Destination - Location to send the targets&lt;br /&gt;
*Teleport Everything - To include non player entities&lt;br /&gt;
*Send - Send targets to destination&lt;br /&gt;
*Retrieve - Bring targets from destination to origin&lt;br /&gt;
*Radius - Transport radius when using origin as a transport mode&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Shields&amp;diff=39</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Shields&amp;diff=39"/>
		<updated>2025-12-30T16:47:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Starship Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shields are the first layer of defence in ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
There are three main types of shields, Atlantis, Starship, and Shuttle.&lt;br /&gt;
While operational shields also provide jamming abilities against [[Transporters]].&lt;br /&gt;
&lt;br /&gt;
== Atlantis Shields == &lt;br /&gt;
&lt;br /&gt;
Atlantis shields once again envelop the entire ship, providing protection and atmosphere. They do not possess individual faces but rather having a &#039;bank&#039; with a capacity of 60,000. They provide complete protection with no damage bleadthrough, at the cost of no computer core abilities or shield recharge. Once damaged the shield cannot be regenerated until out of combat.   &lt;br /&gt;
&lt;br /&gt;
== Starship Shields ==&lt;br /&gt;
&lt;br /&gt;
Starship Shields come in 3 sub types (Covariant, Resilient, Regenerative), and have 6 &#039;faces&#039; which can be individually depleted (once that occurs damage will be transmitted directed to plating/hull). However, these shields have bleadthrough which means some proportion of damage can bypass the shields. &lt;br /&gt;
&lt;br /&gt;
Diverting power&lt;br /&gt;
Each face has its own health. Also, you can divert energy between faces. The shield has 8 modes for diverting power:&lt;br /&gt;
&lt;br /&gt;
*-1. Balance&lt;br /&gt;
*0. No priority&lt;br /&gt;
*1. Front&lt;br /&gt;
*2. Back&lt;br /&gt;
*3. Left&lt;br /&gt;
*4. Right&lt;br /&gt;
*5. Up&lt;br /&gt;
*6. Down&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Covariant&lt;br /&gt;
**Max capacity: 60000&lt;br /&gt;
**Projectile damage reduction: 90%&lt;br /&gt;
**Transphasic damage reduction: 55%&lt;br /&gt;
**Can regenerate in combat: No&lt;br /&gt;
**Regeneration rate (non-combat, combat): 50, 0&lt;br /&gt;
*Resilient&lt;br /&gt;
**Max capacity: 45000&lt;br /&gt;
**Projectile damage reduction: 95%&lt;br /&gt;
**Transphasic damage reduction: 77.5%&lt;br /&gt;
**Can regenerate in combat: No&lt;br /&gt;
**Regeneration rate (non-combat, combat): 50, 0&lt;br /&gt;
*Regenerative&lt;br /&gt;
**Max capacity: 30000&lt;br /&gt;
**Projectile damage reduction: 90%&lt;br /&gt;
**Transphasic damage reduction: 55%&lt;br /&gt;
**Can regenerate in combat: Yes&lt;br /&gt;
**Regeneration rate (non-combat, combat): 150, 10&lt;br /&gt;
&lt;br /&gt;
== Shuttle Shields == &lt;br /&gt;
&lt;br /&gt;
Select TSCM Shuttles such as the [[Type 11 Shuttle]] or the [[Puddle Jumper]] posses shields that are look like Starship Shields but similar to Atlantis Shields only have a single bank.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Shields&amp;diff=38</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Shields&amp;diff=38"/>
		<updated>2025-12-30T16:41:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Starship Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shields are the first layer of defence in ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
There are three main types of shields, Atlantis, Starship, and Shuttle.&lt;br /&gt;
While operational shields also provide jamming abilities against [[Transporters]].&lt;br /&gt;
&lt;br /&gt;
== Atlantis Shields == &lt;br /&gt;
&lt;br /&gt;
Atlantis shields once again envelop the entire ship, providing protection and atmosphere. They do not possess individual faces but rather having a &#039;bank&#039; with a capacity of 60,000. They provide complete protection with no damage bleadthrough, at the cost of no computer core abilities or shield recharge. Once damaged the shield cannot be regenerated until out of combat.   &lt;br /&gt;
&lt;br /&gt;
== Starship Shields ==&lt;br /&gt;
&lt;br /&gt;
Starship Shields come in 3 sub types (Covariant, Resilient, Regenerative), and have 6 &#039;faces&#039; which can be individually depleted (once that occurs damage will be transmitted directed to plating/hull). However, these shields have bleadthrough which means some proportion of damage can bypass the shields. &lt;br /&gt;
&lt;br /&gt;
Diverting power&lt;br /&gt;
Each face has its own health. Also, you can divert energy between faces. The shield has 8 modes for diverting power:&lt;br /&gt;
&lt;br /&gt;
*-1. Balance&lt;br /&gt;
*0. No priority&lt;br /&gt;
*1. Front&lt;br /&gt;
*2. Back&lt;br /&gt;
*3. Left&lt;br /&gt;
*4. Right&lt;br /&gt;
*5. Up&lt;br /&gt;
*6. Down&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Covariant&lt;br /&gt;
**60,000 max shield power.&lt;br /&gt;
**10,000 max per face.&lt;br /&gt;
**Regenerates only when not being fired upon.&lt;br /&gt;
**Reduces projectile damage by 90%.&lt;br /&gt;
*Resilient&lt;br /&gt;
**45,000 max shield power.&lt;br /&gt;
**7,500 max per face.&lt;br /&gt;
**Regenerates only when not being fired upon.&lt;br /&gt;
**Reduces projectile damage by 95%.&lt;br /&gt;
*Regenerative&lt;br /&gt;
**30,000 max shield power.&lt;br /&gt;
**5,000 max per face.&lt;br /&gt;
**Reduces projectile damage by 90%.&lt;br /&gt;
**Regenerates in and out of combat. Regeneration rate in combat is much slower than out of combat. Regeneration is less energy intensive than other shields.&lt;br /&gt;
&lt;br /&gt;
== Shuttle Shields == &lt;br /&gt;
&lt;br /&gt;
Select TSCM Shuttles such as the [[Type 11 Shuttle]] or the [[Puddle Jumper]] posses shields that are look like Starship Shields but similar to Atlantis Shields only have a single bank.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=56</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=56"/>
		<updated>2025-12-30T16:37:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs:&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
Note: Not all weapons have these inputs&lt;br /&gt;
&lt;br /&gt;
=== Mechanics === &lt;br /&gt;
&lt;br /&gt;
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).&lt;br /&gt;
&lt;br /&gt;
The damage values are hull vs. shields. Shields take damage only from the &amp;quot;shield damage&amp;quot; value reported. &lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Ship_Core&amp;diff=76</id>
		<title>Ship Core</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Ship_Core&amp;diff=76"/>
		<updated>2025-12-29T17:33:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The ship core is vital to any ship that wants to take part in combat. With it installed, all your ship&#039;s props will have a combined health instead of being destroyed piece by piece. All of the weapon entities here need a ship core to be able to fire.&lt;br /&gt;
&lt;br /&gt;
If you use all weapons of the same type (e.g all phaser beams/turrets) then you gain a 20% damage bonus to those weapons. This applies only to Ion lasers, beam emitters, phaser emitters and turrets.&lt;br /&gt;
&lt;br /&gt;
Wire inputs:&lt;br /&gt;
&lt;br /&gt;
*Enable Emitters - Turns on any Pulsar Emitters you have on your ship, causing them to fire at nearby targets.&lt;br /&gt;
*Self Destruct - For when there&#039;s no other way out.&lt;br /&gt;
*Deploy Armour - Currently only for mod+ due to balance issues. Deploys ablative armour on your ship&#039;s hull, adding 500,000 effective health and reducing incoming damage by 25%. Larger ships use more energy to deploy.&lt;br /&gt;
*Enable Plating - Enables the core&#039;s plating and health regeneration. This will use up energy.&lt;br /&gt;
*Repair Target - Sets the entity to target with the repair beam.&lt;br /&gt;
*Fire Repair Beam - Fires the repair beam at the set target (requires repair beam emitters to be present on the ship firing the beam).&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
When taking health damage, wire screens will randomly spark and flicker.&lt;br /&gt;
Repairs health at the maximum of 5000 HP or 2.5% of max HP per second after not taking damage for 15 seconds.&lt;br /&gt;
&lt;br /&gt;
Has a light shield called &#039;plating&#039; will absorb some damage, requires energy to charge. Plating takes 500 energy per second to charge.&lt;br /&gt;
&lt;br /&gt;
The ratio of hull damage to plating damage is 0.0005&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
&lt;br /&gt;
If you wish, you can choose to specialise your core towards a certain aspect, which will affect how everything on the ship operates.&lt;br /&gt;
&lt;br /&gt;
*Tactical&lt;br /&gt;
**Weapons fire 25% faster.&lt;br /&gt;
**Hull damage taken is increased by 25% (both shield bleedthrough and unshielded hits).&lt;br /&gt;
*Engineering&lt;br /&gt;
**Hull damage is reduced by 25%.&lt;br /&gt;
**Weapons fire 25% slower.&lt;br /&gt;
*Science&lt;br /&gt;
**Shields absorb 25% of incoming shield damage.&lt;br /&gt;
**Weapons do 25% less damage.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Ship_Core&amp;diff=75</id>
		<title>Ship Core</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Ship_Core&amp;diff=75"/>
		<updated>2025-12-29T17:30:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The ship core is vital to any ship that wants to take part in combat. With it installed, all your ship&#039;s props will have a combined health instead of being destroyed piece by piece. All of the weapon entities here need a ship core to be able to fire.&lt;br /&gt;
&lt;br /&gt;
If you use all weapons of the same type (e.g all phaser beams/turrets) then you gain a 20% damage bonus to those weapons. This applies only to Ion lasers, beam emitters, phaser emitters and turrets.&lt;br /&gt;
&lt;br /&gt;
Wire inputs:&lt;br /&gt;
&lt;br /&gt;
*Enable Emitters - Turns on any Pulsar Emitters you have on your ship, causing them to fire at nearby targets.&lt;br /&gt;
*Self Destruct - For when there&#039;s no other way out.&lt;br /&gt;
*Deploy Armour - Currently only for mod+ due to balance issues. Deploys ablative armour on your ship&#039;s hull, adding 500,000 effective health and reducing incoming damage by 25%. Larger ships use more energy to deploy.&lt;br /&gt;
*Enable Plating - Enables the core&#039;s plating and health regeneration. This will use up energy.&lt;br /&gt;
*Repair Target - Sets the entity to target with the repair beam.&lt;br /&gt;
*Fire Repair Beam - Fires the repair beam at the set target (requires repair beam emitters to be present on the ship firing the beam).&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
When taking health damage, wire screens will randomly spark and flicker.&lt;br /&gt;
Repairs health at the maximum of 5000 HP or 2.5% of max HP per second after not taking damage for 15 seconds.&lt;br /&gt;
&lt;br /&gt;
Has a light shield called &#039;plating&#039; will absorb some damage, requires energy to charge. Plating takes 500 energy per second to charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
&lt;br /&gt;
If you wish, you can choose to specialise your core towards a certain aspect, which will affect how everything on the ship operates.&lt;br /&gt;
&lt;br /&gt;
*Tactical&lt;br /&gt;
**Weapons fire 25% faster.&lt;br /&gt;
**Hull damage taken is increased by 25% (both shield bleedthrough and unshielded hits).&lt;br /&gt;
*Engineering&lt;br /&gt;
**Hull damage is reduced by 25%.&lt;br /&gt;
**Weapons fire 25% slower.&lt;br /&gt;
*Science&lt;br /&gt;
**Shields absorb 25% of incoming shield damage.&lt;br /&gt;
**Weapons do 25% less damage.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=55</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=55"/>
		<updated>2025-12-29T17:01:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Torpedo Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
&lt;br /&gt;
Firing arc: 72.5 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=54</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=54"/>
		<updated>2025-12-29T17:00:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Phaser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
&lt;br /&gt;
Class name: phaser_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
Firing arc: 72.5 degrees cone in front of the launcher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=53</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=53"/>
		<updated>2025-12-29T16:59:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Ship Cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_cannon&lt;br /&gt;
&lt;br /&gt;
Firing arc: 0 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
Firing arc: 72.5 degrees cone in front of the launcher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=52</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=52"/>
		<updated>2025-12-29T16:58:37Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Pulsar Emitter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos. &lt;br /&gt;
&lt;br /&gt;
Class name: pulsar_emitter &lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees &lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set the vector manually, it uses ship core for targetting.&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
Firing arc: 72.5 degrees cone in front of the launcher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=51</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=51"/>
		<updated>2025-12-29T16:56:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Keeper Laser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
Class name: keeper_emitter&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy per second = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to set a custom vector, it uses the ship core for targetting&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it.&lt;br /&gt;
&lt;br /&gt;
Usage&lt;br /&gt;
Press your use key on your ship core to select players to target. When you enable the emitters on the core, they&#039;ll auto fire on the best target belonging to any players set to be targeted that&#039;s in range.&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
Firing arc: 72.5 degrees cone in front of the launcher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=50</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=50"/>
		<updated>2025-12-29T16:54:45Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Ion Laser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees&lt;br /&gt;
&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Energy = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
The default strength uses:&lt;br /&gt;
10 * 0.1 * 2500 = 2,500 energy per second.&lt;br /&gt;
&lt;br /&gt;
The emitter uses water as follows:&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it.&lt;br /&gt;
&lt;br /&gt;
Usage&lt;br /&gt;
Press your use key on your ship core to select players to target. When you enable the emitters on the core, they&#039;ll auto fire on the best target belonging to any players set to be targeted that&#039;s in range.&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
Firing arc: 72.5 degrees cone in front of the launcher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=49</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=49"/>
		<updated>2025-12-29T16:54:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Ion Laser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Class name: ship_laser&lt;br /&gt;
Firing arc: 180 degrees above the emitter.&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Energy = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
The default strength uses:&lt;br /&gt;
10 * 0.1 * 2500 = 2,500 energy per second.&lt;br /&gt;
&lt;br /&gt;
The emitter uses water as follows:&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it.&lt;br /&gt;
&lt;br /&gt;
Usage&lt;br /&gt;
Press your use key on your ship core to select players to target. When you enable the emitters on the core, they&#039;ll auto fire on the best target belonging to any players set to be targeted that&#039;s in range.&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
Firing arc: 72.5 degrees cone in front of the launcher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=48</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=48"/>
		<updated>2025-12-29T16:53:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Beam Emitter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical wire inputs&lt;br /&gt;
&lt;br /&gt;
Fire - Fires the weapon.&lt;br /&gt;
&lt;br /&gt;
Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.&lt;br /&gt;
&lt;br /&gt;
Track Delay - Sets how long before the torpedoes should start tracking their target.&lt;br /&gt;
&lt;br /&gt;
Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).&lt;br /&gt;
&lt;br /&gt;
Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.&lt;br /&gt;
&lt;br /&gt;
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ion Laser ===&lt;br /&gt;
&lt;br /&gt;
Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.&lt;br /&gt;
&lt;br /&gt;
Firing arc: 180 degrees above the emitter.&lt;br /&gt;
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Keeper Laser ===&lt;br /&gt;
&lt;br /&gt;
Based on the &amp;quot;Keepers&amp;quot; from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Energy = Strength * 0.1 * 2500&lt;br /&gt;
&lt;br /&gt;
The default strength uses:&lt;br /&gt;
10 * 0.1 * 2500 = 2,500 energy per second.&lt;br /&gt;
&lt;br /&gt;
The emitter uses water as follows:&lt;br /&gt;
Water per second = Strength * 0.1 * 200&lt;br /&gt;
&lt;br /&gt;
If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pulsar Emitter ===&lt;br /&gt;
&lt;br /&gt;
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it.&lt;br /&gt;
&lt;br /&gt;
Usage&lt;br /&gt;
Press your use key on your ship core to select players to target. When you enable the emitters on the core, they&#039;ll auto fire on the best target belonging to any players set to be targeted that&#039;s in range.&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Ship Cannon ===&lt;br /&gt;
&lt;br /&gt;
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.&lt;br /&gt;
&lt;br /&gt;
Energy per shot = 500&lt;br /&gt;
&lt;br /&gt;
=== Phaser ===&lt;br /&gt;
&lt;br /&gt;
A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:&lt;br /&gt;
&lt;br /&gt;
Fires in bursts of 3 seconds instead of 7.&lt;br /&gt;
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage = 600 damage every 0.5 seconds (2400 damage total per burst).&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Launcher ===&lt;br /&gt;
&lt;br /&gt;
The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.&lt;br /&gt;
&lt;br /&gt;
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: torpedo_launcher&lt;br /&gt;
Firing arc: 72.5 degrees cone in front of the launcher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Biomolecular:&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 3750&lt;br /&gt;
**Torpedo speed (hammer units/s): 3000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Photon&lt;br /&gt;
**Loading time: 2.00 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TMP)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Photon(TOS)&lt;br /&gt;
**Loading time: 2.50 seconds&lt;br /&gt;
**Energy per torpedo: 2500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Plasma&lt;br /&gt;
**Loading time: 5.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Quantum&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 5000&lt;br /&gt;
**Torpedo speed (hammer units/s): 2500&lt;br /&gt;
**Damage per hit: 6000&lt;br /&gt;
*Transphasic&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 15000&lt;br /&gt;
**Torpedo speed (hammer units/s): 4000&lt;br /&gt;
**Damage per hit: 3750&lt;br /&gt;
*Transphasic Chronition&lt;br /&gt;
**Loading time: 4.00 seconds&lt;br /&gt;
**Energy per torpedo: 7500&lt;br /&gt;
**Torpedo speed (hammer units/s): 3500&lt;br /&gt;
**Damage per hit: 3000&lt;br /&gt;
*Tricobalt&lt;br /&gt;
**Loading time: 10.00 seconds&lt;br /&gt;
**Energy per torpedo: 25000&lt;br /&gt;
**Torpedo speed (hammer units/s): 1000&lt;br /&gt;
**Damage per hit: 30000&lt;br /&gt;
&lt;br /&gt;
=== Beam Emitter ===&lt;br /&gt;
&lt;br /&gt;
Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.&lt;br /&gt;
&lt;br /&gt;
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
&lt;br /&gt;
*Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 300&lt;br /&gt;
*Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 2.5&lt;br /&gt;
**Damage per second when firing: 1725&lt;br /&gt;
**Shield damage per second when firing: 180&lt;br /&gt;
**Crits are rolled per hit, rather than per burst.&lt;br /&gt;
*Plasma&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.25&lt;br /&gt;
**Damage per second when firing: 450&lt;br /&gt;
**Shield damage per second when firing: 40&lt;br /&gt;
*Polaron&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1.2&lt;br /&gt;
**Damage per second when firing: 1350&lt;br /&gt;
**Shield damage per second when firing: 250&lt;br /&gt;
*Phaser/TMP Phaser/TOS Phaser&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Proton&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 1.50 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1200&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Protonic Polaron&lt;br /&gt;
**Energy consumption: 875&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1050&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Spiral Wave Disruptor&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1800&lt;br /&gt;
**Shield damage per second when firing: 220&lt;br /&gt;
*Voth Antiproton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1620&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
*Destabalising Tetryon&lt;br /&gt;
**Energy consumption: 625&lt;br /&gt;
**Fire duration: 2.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 600&lt;br /&gt;
**Shield damage per second when firing: 100&lt;br /&gt;
*Chroniton&lt;br /&gt;
**Energy consumption: 750&lt;br /&gt;
**Fire duration: 1.00 seconds&lt;br /&gt;
**Recharge multiplier: 1&lt;br /&gt;
**Damage per second when firing: 1500&lt;br /&gt;
**Shield damage per second when firing: 200&lt;br /&gt;
&lt;br /&gt;
=== Stargate Beam Emitter === &lt;br /&gt;
&lt;br /&gt;
Fires either the Asgard Beam, or Ori Beam from Stargate.&lt;br /&gt;
Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS. &lt;br /&gt;
&lt;br /&gt;
Class name: sg_beam_emitter&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
*Asgard Plasma&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2250&lt;br /&gt;
***Shield damage per second when firing: 150&lt;br /&gt;
&lt;br /&gt;
*Ori Beam&lt;br /&gt;
***Energy consumption: 750&lt;br /&gt;
***Fire duration: 2.00 seconds&lt;br /&gt;
***Recharge multiplier: 1&lt;br /&gt;
***Damage per second when firing: 2700&lt;br /&gt;
***Shield damage per second when firing: 100&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Combat&amp;diff=146</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Combat&amp;diff=146"/>
		<updated>2025-12-29T16:39:51Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
Combat is an optional mechanic which allows players to fight each other (if both parties agree to it) or against the [[Borg]].&lt;br /&gt;
&lt;br /&gt;
Combat requires that the [[Build|ship]] either possess a ship core, or be a [[TSCM Ships|TSCM Ship]], as well as having damage enabled (found under the TSCM tool tab).&lt;br /&gt;
&lt;br /&gt;
Combat involves using [[Weapons|TSCM weapons] (some CAP weapons are enabled, however they are ineffectual, the TSCM equivalents deal significantly more damage) to fire at targets.&lt;br /&gt;
&lt;br /&gt;
Targets can have some sort form of [[Shields|shield]] and plating, but at a minimum have core health. Once the health reaches 0, the entity is destroyed (though not instantaneously). &lt;br /&gt;
&lt;br /&gt;
=== Weapons === &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapons Quark, weapons!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A more detailed page on weapon types can be found here ([[Weapons]]). Weapons require power, and a TSCM core. A member has a total limit of 16 weapons, and it is best to very the weapon types used (there is a penalty for spamming the same type of weapon). &lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
&lt;br /&gt;
A more detailed page on shields can be found here ([[Shields]]). Shields are not required however are encouraged as most weapons deal less damage to shields.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Main_Page&amp;diff=17</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Main_Page&amp;diff=17"/>
		<updated>2025-12-29T04:50:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:TSCMLogo.png|thumb|TSCM Logo]]&lt;br /&gt;
&lt;br /&gt;
This is the Encyclopedia Galactica for the [https://gmod.facepunch.com/ Garry&#039;s Mod] server [https://teamscm.co.uk/ Team Spartan Cookies and Milk]. (TSCM)&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
TSCM has two gameservers, where the primary objective is to [[Build|build]] spaceships, with opt-in [[Combat|combat]] between other players and the [[Borg]].&lt;br /&gt;
 &lt;br /&gt;
The server is run by its creator, [[Person8880]] (Person).&lt;br /&gt;
&lt;br /&gt;
=== Workshop Addons ===&lt;br /&gt;
&lt;br /&gt;
An addon pack can be found on [https://steamcommunity.com/sharedfiles/filedetails/?id=2314511863 the workshop], it is required to play.&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/spacebuild/sbep Spacebuild Enhancement Pack] (SBEP) forms the core of most SpaceBuild severs however here much of the functionality related to shields, weapons, life support has been replaced by custom TSCM entities. However the models provided by SBEP are used extensively.&lt;br /&gt;
&lt;br /&gt;
* [https://steamcommunity.com/workshop/filedetails/?id=180077636 Carter&#039;s Addon Pack] (CAP) is the workshop collection that provides the use of [[Stargate (Entity)|Stargates]], as well as Stargate custom entities/models. TSCM has stargates on most of the [[World#Planets|Planets]] found within the server.&lt;br /&gt;
&lt;br /&gt;
=== Private Addons ===&lt;br /&gt;
&lt;br /&gt;
These addons are not available on the workshop, and are exclusive to TSCM.&lt;br /&gt;
&lt;br /&gt;
* [[Stargazer]] is the custom resources and life support addon.&lt;br /&gt;
&lt;br /&gt;
* [[TSCM Ships]] provides custom ships such as the [[TSCM Ships#Type 11 Shuttle|Type 11 Shuttle]], or the [[TSCM Ships#Puddle Jumper|Puddle Jumper]] that are compatible with this server&#039;s specific addons.&lt;br /&gt;
&lt;br /&gt;
* [[TSCM Entities]] provides entities for starship [[Shields]], [[Weapons]], [[Ship Drives]], [[Transporters]] as well as many, many others. This forms the core of the experience on TSCM.&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
* [https://teamscm.co.uk/ The main website], including forums, server status, and homepage.&lt;br /&gt;
* [https://portal.teamscm.co.uk/issues The portal], which hosts the issue tracker, donation portal, and changelog.&lt;br /&gt;
* While unofficial, the community runs a [https://discord.gg/EsZmhAQZPg Discord server] dedicated to TSCM.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Combat&amp;diff=145</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Combat&amp;diff=145"/>
		<updated>2025-12-29T04:49:52Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;=== Overview ===   Combat is an optional mechanic which allows players to fight each other (if both parties agree to it) or against the Borg.  Combat requires that the ship either possess a ship core, or be a TSCM Ship, as well as having damage enabled (found under the TSCM tool tab).  Combat involves using [[Weapons|TSCM weapons] (some CAP weapons are enabled, however they are ineffectual, the TSCM equivalents deal significantly more damage)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
Combat is an optional mechanic which allows players to fight each other (if both parties agree to it) or against the [[Borg]].&lt;br /&gt;
&lt;br /&gt;
Combat requires that the [[Build|ship]] either possess a ship core, or be a [[TSCM Ships|TSCM Ship]], as well as having damage enabled (found under the TSCM tool tab).&lt;br /&gt;
&lt;br /&gt;
Combat involves using [[Weapons|TSCM weapons] (some CAP weapons are enabled, however they are ineffectual, the TSCM equivalents deal significantly more damage) to fire at targets.&lt;br /&gt;
&lt;br /&gt;
Targets can have some sort form of [[Shields|shield]] and plating, but at a minimum have core health. Once the health reaches 0, the entity is destroyed (though not instantaneously). &lt;br /&gt;
&lt;br /&gt;
=== Weapons === &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapons Quark, weapons!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A more detailed page on weapon types can be found here ([[Weapons]]). Weapons require power, and a TSCM core. A member has a total limit of 16 weapons, and it is best to very the weapon types used (there is a penalty for spamming the same type of weapon). &lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
&lt;br /&gt;
A more detailed page on shields can be found here ([[Shields]])). Shields are not required however are encouraged as most weapons deal less damage to shields.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Build&amp;diff=144</id>
		<title>Build</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Build&amp;diff=144"/>
		<updated>2025-12-29T04:42:54Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
Building ships in TSCM is very similar to that of any other spacebuild server, which if you have not played on any other spacebuild server its very similar to sandbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getting Started === &lt;br /&gt;
&lt;br /&gt;
There are three types of ships (stationary, drive-core, shuttles++). It is best to start with stationary ships. To start, use SBEP hallways and use the SBEP part assembler to connect hallway pieces together, right clicking with the tool will highlight connection points, this [https://www.youtube.com/watch?v=RoBMzFhBClc Tutorial] covers the basics.&lt;br /&gt;
&lt;br /&gt;
Once you have a hull spawn a [[Ship_Core|ship core]] under the TSCM tab, this will unify the structure and link the health together, for advanced functions a ship core is required.&lt;br /&gt;
&lt;br /&gt;
To move around spawn [[Ship_Drives| ship drive]] (found in the TSCM tool tab), as an example use a FTL drive. The ship drive will allow you to move from one space on the server to another. You could use E2, [[Stargazer]], or wire to control to the warp drive however for first time use it is recommend you use [[Kaiser]]. To spawn Kaiser go into the wire tool tab, Starfall - Emitter, right click to open, go to Server, go to the17thdoctor, load up kaiser.txt, and spawn the emitter. &lt;br /&gt;
&lt;br /&gt;
You will now have a ship that can survive in space, and move around, however you will not survive. For you to suvive in space you must use [[Stargazer]], particularly your ship must have a functioning lifesupport core. &lt;br /&gt;
&lt;br /&gt;
For fighting please view [[Combat|combat]] as this will go over using shields, weapons, etc. &lt;br /&gt;
&lt;br /&gt;
=== Drive Cores === &lt;br /&gt;
&lt;br /&gt;
Your ship at the moment is stationary, however adding a TSCM [[Drive Core]] will allow you to fly your ship around so long as the number of entities (props + extra) is less than or equal to 100. Drive cores can link to chairs which provide automatic control mapping, making it very easy to convert stationary ships into moving ships. The entity limit of 100 can be limiting, using the Auto Merge tool will collapse several props into one big prop which drops the total prop count down. Once complete it is important to autoparent the ship to the drive core&lt;br /&gt;
&lt;br /&gt;
=== Shutles++ === &lt;br /&gt;
&lt;br /&gt;
It is possible to take a [[TSCM Ships|TSCM ship]] and add extra components to create a hybrid. There are limits as you are unable to place additional weapons or an extra ship core, and hence additional shield emitters. The benefit is not having to design a full ship, whilst having some extra abilities such as transporters, or hyperdrives in the case of the Puddle Jumper.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Building ===&lt;br /&gt;
&lt;br /&gt;
Using the SBEP parts for the entire ship can be limiting, several players opt to enhance their builds by using other props and shaping to form more complex interiors and exteriors. Advanced building techniques involving using the prop resizer to resize base models (cube) to specific dimensions. It is also possible to use the resizer to &#039;sheer&#039;, that is to change the angle (or in other words turn a cube into a rhombus). To move props around a powerful tool Precision Alignment, for which there is a [https://www.youtube.com/watch?v=nsqgTv14MGk tutorial]. &lt;br /&gt;
&lt;br /&gt;
The plane tool allows to the &#039;cutting&#039; of props, that is removing the mesh of a prop to change its overall shape (e.g. cutting a Stargate prop in half). Plane cutting a prop does not extend the material, which creates a one way mirror effect on cubes.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Build&amp;diff=143</id>
		<title>Build</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Build&amp;diff=143"/>
		<updated>2025-12-29T04:38:13Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Shutles++ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
Building ships in TSCM is very similar to that of any other spacebuild server, which if you have not played on any other spacebuild server its very similar to sandbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getting Started === &lt;br /&gt;
&lt;br /&gt;
There are three types of ships (stationary, drive-core, shuttles++). It is best to start with stationary ships. To start, use SBEP hallways and use the SBEP part assembler to connect hallway pieces together, right clicking with the tool will highlight connection points, this [https://www.youtube.com/watch?v=RoBMzFhBClc Tutorial] covers the basics.&lt;br /&gt;
&lt;br /&gt;
Once you have a hull spawn a [[Ship_Core|ship core]] under the TSCM tab, this will unify the structure and link the health together, for advanced functions a ship core is required.&lt;br /&gt;
&lt;br /&gt;
To move around spawn [[Ship_Drives| ship drive]] (found in the TSCM tool tab), as an example use a FTL drive. The ship drive will allow you to move from one space on the server to another. You could use E2, [[Stargazer]], or wire to control to the warp drive however for first time use it is recommend you use [[Kaiser]]. To spawn Kaiser go into the wire tool tab, Starfall - Emitter, right click to open, go to Server, go to the17thdoctor, load up kaiser.txt, and spawn the emitter. &lt;br /&gt;
&lt;br /&gt;
You will now have a ship that can survive in space, and move around, however you will not survive. For you to suvive in space you must use [[Stargazer]], particularly your ship must have a functioning lifesupport core. &lt;br /&gt;
&lt;br /&gt;
For fighting please view [[Combat|combat]] as this will go over using shields, weapons, etc. &lt;br /&gt;
&lt;br /&gt;
=== Drive Cores === &lt;br /&gt;
&lt;br /&gt;
Your ship at the moment is stationary, however adding a TSCM [[Drive Core]] will allow you to fly your ship around so long as the number of entities (props + extra) is less than or equal to 100. Drive cores can link to chairs which provide automatic control mapping, making it very easy to convert stationary ships into moving ships. The entity limit of 100 can be limiting, using the Auto Merge tool will collapse several props into one big prop which drops the total prop count down. Once complete it is important to autoparent the ship to the drive core&lt;br /&gt;
&lt;br /&gt;
=== Shutles++ === &lt;br /&gt;
&lt;br /&gt;
It is possible to take a [[TSCM Ships|TSCM ship]] and add extra components to create a hybrid. There are limits as you are unable to place additional weapons or an extra ship core, and hence additional shield emitters. The benefit is not having to design a full ship, whilst having some extra abilities such as transporters, or hyperdrives in the case of the Puddle Jumper.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Build&amp;diff=142</id>
		<title>Build</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Build&amp;diff=142"/>
		<updated>2025-12-29T04:38:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
Building ships in TSCM is very similar to that of any other spacebuild server, which if you have not played on any other spacebuild server its very similar to sandbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getting Started === &lt;br /&gt;
&lt;br /&gt;
There are three types of ships (stationary, drive-core, shuttles++). It is best to start with stationary ships. To start, use SBEP hallways and use the SBEP part assembler to connect hallway pieces together, right clicking with the tool will highlight connection points, this [https://www.youtube.com/watch?v=RoBMzFhBClc Tutorial] covers the basics.&lt;br /&gt;
&lt;br /&gt;
Once you have a hull spawn a [[Ship_Core|ship core]] under the TSCM tab, this will unify the structure and link the health together, for advanced functions a ship core is required.&lt;br /&gt;
&lt;br /&gt;
To move around spawn [[Ship_Drives| ship drive]] (found in the TSCM tool tab), as an example use a FTL drive. The ship drive will allow you to move from one space on the server to another. You could use E2, [[Stargazer]], or wire to control to the warp drive however for first time use it is recommend you use [[Kaiser]]. To spawn Kaiser go into the wire tool tab, Starfall - Emitter, right click to open, go to Server, go to the17thdoctor, load up kaiser.txt, and spawn the emitter. &lt;br /&gt;
&lt;br /&gt;
You will now have a ship that can survive in space, and move around, however you will not survive. For you to suvive in space you must use [[Stargazer]], particularly your ship must have a functioning lifesupport core. &lt;br /&gt;
&lt;br /&gt;
For fighting please view [[Combat|combat]] as this will go over using shields, weapons, etc. &lt;br /&gt;
&lt;br /&gt;
=== Drive Cores === &lt;br /&gt;
&lt;br /&gt;
Your ship at the moment is stationary, however adding a TSCM [[Drive Core]] will allow you to fly your ship around so long as the number of entities (props + extra) is less than or equal to 100. Drive cores can link to chairs which provide automatic control mapping, making it very easy to convert stationary ships into moving ships. The entity limit of 100 can be limiting, using the Auto Merge tool will collapse several props into one big prop which drops the total prop count down. Once complete it is important to autoparent the ship to the drive core&lt;br /&gt;
&lt;br /&gt;
=== Shutles++ === &lt;br /&gt;
&lt;br /&gt;
It is possible to take a [[TSCM Ships||TSCM ship]] and add extra components to create a hybrid. There are limits as you are unable to place additional weapons or an extra ship core, and hence additional shield emitters. The benefit is not having to design a full ship, whilst having some extra abilities such as transporters, or hyperdrives in the case of the Puddle Jumper.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Build&amp;diff=141</id>
		<title>Build</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Build&amp;diff=141"/>
		<updated>2025-12-29T04:27:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;=== Overview ===   Building ships in TSCM is very similar to that of any other spacebuild server, which if you have not played on any other spacebuild server its very similar to sandbox.    === Getting Started ===   There are three types of ships (stationary, drive-core, shuttles++). It is best to start with stationary ships. To start, use SBEP hallways and use the SBEP part assembler to connect hallway pieces together, right clicking with the tool will highlight connect...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview === &lt;br /&gt;
&lt;br /&gt;
Building ships in TSCM is very similar to that of any other spacebuild server, which if you have not played on any other spacebuild server its very similar to sandbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getting Started === &lt;br /&gt;
&lt;br /&gt;
There are three types of ships (stationary, drive-core, shuttles++). It is best to start with stationary ships. To start, use SBEP hallways and use the SBEP part assembler to connect hallway pieces together, right clicking with the tool will highlight connection points, this [https://www.youtube.com/watch?v=RoBMzFhBClc Tutorial] covers the basics.&lt;br /&gt;
&lt;br /&gt;
Once you have a hull spawn a [[Ship_Core|ship core]] under the TSCM tab, this will unify the structure and link the health together, for advanced functions a ship core is required.&lt;br /&gt;
&lt;br /&gt;
To move around spawn [[Ship_Drives| ship drive]] (found in the TSCM tool tab), as an example use a FTL drive. The ship drive will allow you to move from one space on the server to another. You could use E2, [[Stargazer]], or wire to control to the warp drive however for first time use it is recommend you use [[Kaiser]].&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Moon&amp;diff=133</id>
		<title>Moon</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Moon&amp;diff=133"/>
		<updated>2025-12-29T04:14:06Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxPlanet&lt;br /&gt;
 | image = Moon.jpg&lt;br /&gt;
 | galaxy = [[World#MilkyWay|Milky Way]]&lt;br /&gt;
 | radius = 1550&lt;br /&gt;
 | location = Vector(-4480, 13792, 9920)&lt;br /&gt;
 | stargate = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon&#039;&#039;&#039; is a planet (technically a moon) found within the [[World#MilkyWay|Milky Way]] galaxy. It is the only large planet within the server without a Stargate, which allows you to place your own. It has no oxygen requiring life support, and if you encapsulate it with a prop the [[Stargazer]] life support core will not work, to provide support to the entire planet an Atlantis Shield is required which can contain the air.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Earth&amp;diff=129</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Earth&amp;diff=129"/>
		<updated>2025-12-29T04:13:55Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxPlanet&lt;br /&gt;
 | image = Earth.jpg&lt;br /&gt;
 | galaxy = [[World#MilkyWay|Milky Way]]&lt;br /&gt;
 | radius = 4280&lt;br /&gt;
 | location = Vector(0, 8032, 8064)&lt;br /&gt;
 | stargate = Earth (&amp;lt;span class=&amp;quot;stargate-font&amp;quot;&amp;gt;EARTHP&amp;lt;/span&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth&#039;&#039;&#039; is a planet found within the [[World#MilkyWay|Milky Way]] galaxy.&lt;br /&gt;
It is a common landing pad for new players since it is the central portal to the spawn room. The Stargate is hidden underneath the core of the planet. &lt;br /&gt;
&lt;br /&gt;
Since it is a planet with less traffic some players opt to having secret bases directly underneath the Earth.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Station&amp;diff=125</id>
		<title>Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Station&amp;diff=125"/>
		<updated>2025-12-29T04:13:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxPlanet&lt;br /&gt;
 | image = Station.jpg&lt;br /&gt;
 | galaxy = [[World#Pegasus|Pegasus]]&lt;br /&gt;
 | radius = Undefined&lt;br /&gt;
 | location = Undefined&lt;br /&gt;
 | stargate = Station (&amp;lt;span class=&amp;quot;stargate-font&amp;quot;&amp;gt;STAION&amp;lt;/span&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Station&#039;&#039;&#039; is a fixed station within the [[World#Pegasus|Pegasus]] galaxy.&lt;br /&gt;
It features a Stargate, as well as a large building area in the form of a docking bay, with retractable doors.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Shakarus&amp;diff=122</id>
		<title>Shakarus</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Shakarus&amp;diff=122"/>
		<updated>2025-12-29T04:12:53Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxPlanet&lt;br /&gt;
 | image = Shakarus.jpg&lt;br /&gt;
 | galaxy = [[World#Pegasus|Pegasus]]&lt;br /&gt;
 | radius = 5160&lt;br /&gt;
 | location =  Vector(-7552, -7056, 6832)&lt;br /&gt;
 | stargate = Shakuras (&amp;lt;span class=&amp;quot;stargate-font&amp;quot;&amp;gt;SHAKUR&amp;lt;/span&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shakarus&#039;&#039;&#039; is a planet found within the [[World#Pegasus|Pegasus]] galaxy.&lt;br /&gt;
It features a Stargate and two build areas on the surface, as well as a subterranean build area with subrooms.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Lava&amp;diff=115</id>
		<title>Lava</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Lava&amp;diff=115"/>
		<updated>2025-12-29T04:12:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxPlanet&lt;br /&gt;
 | image = Lava.jpg&lt;br /&gt;
 | galaxy = [[World#Universe|Universe]]&lt;br /&gt;
 | radius = 3122&lt;br /&gt;
 | location = Vector(-9792, -80, -4688)&lt;br /&gt;
 | stargate = Lava (&amp;lt;span class=&amp;quot;stargate-font&amp;quot;&amp;gt;LAV0PN&amp;lt;/span&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava&#039;&#039;&#039; is a planet found within the [[World#Universe|Universe]] galaxy.&lt;br /&gt;
It features a locked out Stargate on a mostly hostile world. The surface of the planet is extremely deadly and players will not survive long. There is an above ground structure that features a portal to a base within the core that does have life support. &lt;br /&gt;
&lt;br /&gt;
The lava found above the surface can be used as a water source for [[Stargazer]].&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Hiigara&amp;diff=100</id>
		<title>Hiigara</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Hiigara&amp;diff=100"/>
		<updated>2025-12-29T04:12:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxPlanet&lt;br /&gt;
 | image = Hiigara.jpg&lt;br /&gt;
 | galaxy = [[World#Universe|Universe]]&lt;br /&gt;
 | radius = 5015&lt;br /&gt;
 | location = Vector(7168, 8704, -6064)&lt;br /&gt;
 | stargate = Hiigara (&amp;lt;span class=&amp;quot;stargate-font&amp;quot;&amp;gt;HIGAR1&amp;lt;/span&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiigara&#039;&#039;&#039; is a planet found within the [[World#Universe|Universe]] galaxy.&lt;br /&gt;
It is known as the ancestral homeworld of the Hiigarans in the HomeWorld Franchise. It is a very common building area as it offers a large building space in Universe where the majority of players spend their time.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Desert&amp;diff=119</id>
		<title>Desert</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Desert&amp;diff=119"/>
		<updated>2025-12-29T04:12:21Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxPlanet&lt;br /&gt;
 | image = Desert.jpg&lt;br /&gt;
 | galaxy = [[World#Universe|Universe]]&lt;br /&gt;
 | radius = 4112&lt;br /&gt;
 | location = Vector(10624, -10668, -9384)&lt;br /&gt;
 | stargate = Desert (&amp;lt;span class=&amp;quot;stargate-font&amp;quot;&amp;gt;DESRTP&amp;lt;/span&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert&#039;&#039;&#039; is a planet found within the [[World#Universe|Universe]] galaxy.&lt;br /&gt;
It features a large Egyptian style structure, as well as a secret build area underneath the main structure, in a Goa&#039;uld theme. The build area is relatively small however the atmosphere is translucent which enables players to view the larger universe sandbox.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=File:Shakarus.jpg&amp;diff=140</id>
		<title>File:Shakarus.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=File:Shakarus.jpg&amp;diff=140"/>
		<updated>2025-12-29T04:12:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=File:Station.jpg&amp;diff=139</id>
		<title>File:Station.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=File:Station.jpg&amp;diff=139"/>
		<updated>2025-12-29T04:11:55Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=File:Hiigara.jpg&amp;diff=138</id>
		<title>File:Hiigara.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=File:Hiigara.jpg&amp;diff=138"/>
		<updated>2025-12-29T04:11:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=File:Earth.jpg&amp;diff=137</id>
		<title>File:Earth.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=File:Earth.jpg&amp;diff=137"/>
		<updated>2025-12-29T04:11:35Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=File:Moon.jpg&amp;diff=136</id>
		<title>File:Moon.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=File:Moon.jpg&amp;diff=136"/>
		<updated>2025-12-29T04:11:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=File:Lava.jpg&amp;diff=135</id>
		<title>File:Lava.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=File:Lava.jpg&amp;diff=135"/>
		<updated>2025-12-29T04:11:17Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>