<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<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>2026-10-11T00:49:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0</generator>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Shields&amp;diff=163</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Shields&amp;diff=163"/>
		<updated>2026-09-30T17:08:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: &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;
== States == &lt;br /&gt;
&lt;br /&gt;
Each shield can be in one of three states: Awaiting activation, activated, deactivated. Activated and deactivated are self explanatory, however &#039;awaiting activation&#039; occurs when an activation signal has been received, but cannot be met (perhaps no energy, or 0% subsystem health). &lt;br /&gt;
&lt;br /&gt;
== Subsystem Health == &lt;br /&gt;
&lt;br /&gt;
Each shield emitter type is a subsystem, with a health of 0-100. The effects of subsystem health is the same for each type, and they are as follows:&lt;br /&gt;
* When at &amp;lt; 50% subsystem health, the shield takes 25% more damage per impact.&lt;br /&gt;
* When at &amp;lt; 25% subsystem health, the shield emitter will deactivate and cannot raise its shield until it is repaired.&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;
== Asgard Shields ==  &lt;br /&gt;
&lt;br /&gt;
Asgard shields have 60,000 energy with no faces, like Atlantis shields.&lt;br /&gt;
However, like Starship shields they do not take extra damage from beams, do not retain atmosphere, and can be activated at any energy level. Bleedthrough is applied in increasing amounts as the shield takes damage:&lt;br /&gt;
&lt;br /&gt;
    75-100% - no bleedthrough.&lt;br /&gt;
    50-75% - 5% bleedthrough (22.5% transphasic).&lt;br /&gt;
    25-50% - 10% bleedthrough (45% transphasic).&lt;br /&gt;
    0-25% - 20% bleedthrough (90% transphasic).&lt;br /&gt;
&lt;br /&gt;
Certain shield abilities do not work agaisnt this shield, e.g. Directed Energy Modulation. The only abilities that do work agaisnt the Ashield Shield are Auxiliary Power to Shields&lt;br /&gt;
Shield Inversion Beam, and Tachyon Beam.&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=Stargazer&amp;diff=162</id>
		<title>Stargazer</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Stargazer&amp;diff=162"/>
		<updated>2026-09-11T13:39:18Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stargazer is the custom life support addon for the server, all of the entities and config for Stargazer can be found in the Stargazer tool-tab. &lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The heart of Stargazer is the Stargazer Node (stargazer_node), which links various entities to it. Unlike other life support addons, there is are external storage entities, and only one way to generate energy. All Stargazer entities can be controlled via wiremod.&lt;br /&gt;
&lt;br /&gt;
The maximum resource storage is determined by the following formula: &amp;lt;math&amp;gt;clamp(Hull * R, 100000, 5000000)&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt; is equal to 3.375 for Energy, Deuterium and Oxygen and 4.5 for Water.&lt;br /&gt;
&lt;br /&gt;
This means a ship will always have a minimum of 100,000 of each resource and a maximum of 5,000,000.&lt;br /&gt;
This also means a 1,000,000 hull ship will not necessarily obtain the maximum amount of resources.&lt;br /&gt;
&lt;br /&gt;
== Energy Core == &lt;br /&gt;
&lt;br /&gt;
The Energy Core (stargazer_energy_core) is the only way to generate energy (barring the admin core), though it can produce more energy if given Deuterium. Interacting with it will toggle the state.&lt;br /&gt;
&lt;br /&gt;
The base energy generation rate is 1900 energy per second. &lt;br /&gt;
&lt;br /&gt;
If powered by deuterium it will produce an additional 0.012 energy per maximum resource, and will consume 0.0024 deuterium per second.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull fully powered by deuterium that is a total production is 61,900 energy per second.&lt;br /&gt;
&lt;br /&gt;
== Water Core ==&lt;br /&gt;
&lt;br /&gt;
The Water Core (stargazer_water_core) collects water which only serves to generate Oxygen and Deuterium via the Refinement Core. To generate water you must interact with it to spawn the collector, which if placed will generate water (if placed in a water/lava source). There is a range on the collector to the Water Core, they must be in relative proximity. The Water Core requires some energy to operate, so it is critical that you have the Energy Core placed and operational first.&lt;br /&gt;
&lt;br /&gt;
The efficiency determines how much water is collected per expenditure of energy, for which it is proportional on the distance between the collector and the water core. The equation for efficiency is &amp;lt;math&amp;gt;\eta = e^{-0.00035 \cdot s}&amp;lt;/math&amp;gt;. The efficiency is purely 100% if the water collector and water core are within the same atmosphere. &lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0022 energy per second per maximum resource. &lt;br /&gt;
Water production = 0.009 water per second per maximum resource * efficiency.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull that equates to 11,000 energy per second to produce 45,000 water per second (assuming 100% efficiency).&lt;br /&gt;
&lt;br /&gt;
== Refinement Core == &lt;br /&gt;
&lt;br /&gt;
The Refinement Core (stargazer_refinement_core) takes water and splits it into Oxygen and Deuterium, the Oxygen is used in Life Support, and Deuterium is used to increase the energy production from the Energy Core.&lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0025 energy per second per maximum resource. &lt;br /&gt;
Water consumption = 0.0075 water per second per maximum resource.&lt;br /&gt;
Oxygen production = 0.0025 oxygen per second per maximum resource.&lt;br /&gt;
Deuterium production = 0.005 deuterium per second per maximum resource.&lt;br /&gt;
&lt;br /&gt;
== Life Support Controller == &lt;br /&gt;
&lt;br /&gt;
The Life Support Controller (stargazer_ls_controller) will provide life support to your ship, so long as its welded to a ship with a Ship Core. It will provide an artificial gravity, as well as allowing players to survive in space. &lt;br /&gt;
&lt;br /&gt;
== TSCM Entities == &lt;br /&gt;
&lt;br /&gt;
Most TSCM entities require energy from Stargazer, such as [[Shields]] and [[Transporters]]. CAP entities do not require power from Stargazer.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Stargazer&amp;diff=161</id>
		<title>Stargazer</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Stargazer&amp;diff=161"/>
		<updated>2026-09-11T13:38:35Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Refinement Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stargazer is the custom life support addon for the server, all of the entities and config for Stargazer can be found in the Stargazer tool-tab. &lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The heart of Stargazer is the Stargazer Node (stargazer_node), which links various entities to it. Unlike other life support addons, there is are external storage entities, and only one way to generate energy. All Stargazer entities can be controlled via wiremod.&lt;br /&gt;
&lt;br /&gt;
The maximum resource storage is determined by the following formula: &amp;lt;math&amp;gt;clamp(Hull * R, 100000, 5000000)&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt; is equal to 3.375 for Energy, Deuterium and Oxygen and 4.5 for Water.&lt;br /&gt;
&lt;br /&gt;
This means a ship will always have a minimum of 100,000 of each resource and a maximum of 5,000,000.&lt;br /&gt;
This also means a 1,000,000 hull ship will not necessarily obtain the maximum amount of resources.&lt;br /&gt;
&lt;br /&gt;
== Energy Core == &lt;br /&gt;
&lt;br /&gt;
The Energy Core (stargazer_energy_core) is the only way to generate energy (barring the admin core), though it can produce more energy if given Deuterium. Interacting with it will toggle the state.&lt;br /&gt;
&lt;br /&gt;
The base energy generation rate is 1900 energy per second. &lt;br /&gt;
&lt;br /&gt;
If powered by deuterium it will produce an additional 0.012 energy per maximum resource, and will consume 0.0024 deuterium per second.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull fully powered by deuterium that is a total production is 61,900 energy per second.&lt;br /&gt;
&lt;br /&gt;
== Water Core ==&lt;br /&gt;
&lt;br /&gt;
The Water Core (stargazer_water_core) collects water which only serves to generate Oxygen and Deuterium via the Refinement Core. To generate water you must interact with it to spawn the collector, which if placed will generate water (if placed in a water/lava source). There is a range on the collector to the Water Core, they must be in relative proximity. The Water Core requires some energy to operate, so it is critical that you have the Energy Core placed and operational first.&lt;br /&gt;
&lt;br /&gt;
The efficiency determines how much water is collected per expenditure of energy, for which it is proportional on the distance between the collector and the water core. The equation for efficiency is &amp;lt;math&amp;gt;\eta = e^{-0.00035 \cdot s}&amp;lt;/math&amp;gt;. The efficiency is purely 100% if the water collector and water core are within the same atmosphere. &lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0022 energy per second per maximum resource. &lt;br /&gt;
Water production = 0.009 water per second per maximum resource * efficiency.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull that equates to 11,000 energy per second to produce 45,000 water per second (assuming 100% efficiency).&lt;br /&gt;
&lt;br /&gt;
== Refinement Core == &lt;br /&gt;
&lt;br /&gt;
The Refinement Core (stargazer_refinement_core) takes water and splits it into Oxygen and Deuterium, the Oxygen is used in Life Support, and Deuterium is used to increase the energy production from the Energy Core.&lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0025 energy per second per maximum resource. &lt;br /&gt;
Water consumption = 0.0075 water per second per maximum resource.&lt;br /&gt;
Oxygen production = 0.0025 oxygen per second per maximum resource.&lt;br /&gt;
Deuterium production = 0.005 deuterium per second per maximum resource.&lt;br /&gt;
&lt;br /&gt;
For a 0.5M hull that equates to 8616 and 25720 energy and water consumption per second respectively, to produce 8487 and 17232 oxygen and deuterium respectively.&lt;br /&gt;
&lt;br /&gt;
== Life Support Controller == &lt;br /&gt;
&lt;br /&gt;
The Life Support Controller (stargazer_ls_controller) will provide life support to your ship, so long as its welded to a ship with a Ship Core. It will provide an artificial gravity, as well as allowing players to survive in space. &lt;br /&gt;
&lt;br /&gt;
== TSCM Entities == &lt;br /&gt;
&lt;br /&gt;
Most TSCM entities require energy from Stargazer, such as [[Shields]] and [[Transporters]]. CAP entities do not require power from Stargazer.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Main_Page&amp;diff=160</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Main_Page&amp;diff=160"/>
		<updated>2026-09-11T13:32:28Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Team Spartan Cookies and Milk (TSCM) is a SpaceBuild server.&lt;br /&gt;
&lt;br /&gt;
=== Premise === &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Building === &lt;br /&gt;
&lt;br /&gt;
The build server is where[[Build|build your ships]]. Building is similar to other space build servers with the notable exception of specific tools that allow for increased build accuracy (e.g. plane-cut, and prop-merge). This server does not use common energy systems, but a custom system called [[Stargazer]]. &lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Stargazer&amp;diff=159</id>
		<title>Stargazer</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Stargazer&amp;diff=159"/>
		<updated>2026-09-11T00:18:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Energy Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stargazer is the custom life support addon for the server, all of the entities and config for Stargazer can be found in the Stargazer tool-tab. &lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The heart of Stargazer is the Stargazer Node (stargazer_node), which links various entities to it. Unlike other life support addons, there is are external storage entities, and only one way to generate energy. All Stargazer entities can be controlled via wiremod.&lt;br /&gt;
&lt;br /&gt;
The maximum resource storage is determined by the following formula: &amp;lt;math&amp;gt;clamp(Hull * R, 100000, 5000000)&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt; is equal to 3.375 for Energy, Deuterium and Oxygen and 4.5 for Water.&lt;br /&gt;
&lt;br /&gt;
This means a ship will always have a minimum of 100,000 of each resource and a maximum of 5,000,000.&lt;br /&gt;
This also means a 1,000,000 hull ship will not necessarily obtain the maximum amount of resources.&lt;br /&gt;
&lt;br /&gt;
== Energy Core == &lt;br /&gt;
&lt;br /&gt;
The Energy Core (stargazer_energy_core) is the only way to generate energy (barring the admin core), though it can produce more energy if given Deuterium. Interacting with it will toggle the state.&lt;br /&gt;
&lt;br /&gt;
The base energy generation rate is 1900 energy per second. &lt;br /&gt;
&lt;br /&gt;
If powered by deuterium it will produce an additional 0.012 energy per maximum resource, and will consume 0.0024 deuterium per second.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull fully powered by deuterium that is a total production is 61,900 energy per second.&lt;br /&gt;
&lt;br /&gt;
== Water Core ==&lt;br /&gt;
&lt;br /&gt;
The Water Core (stargazer_water_core) collects water which only serves to generate Oxygen and Deuterium via the Refinement Core. To generate water you must interact with it to spawn the collector, which if placed will generate water (if placed in a water/lava source). There is a range on the collector to the Water Core, they must be in relative proximity. The Water Core requires some energy to operate, so it is critical that you have the Energy Core placed and operational first.&lt;br /&gt;
&lt;br /&gt;
The efficiency determines how much water is collected per expenditure of energy, for which it is proportional on the distance between the collector and the water core. The equation for efficiency is &amp;lt;math&amp;gt;\eta = e^{-0.00035 \cdot s}&amp;lt;/math&amp;gt;. The efficiency is purely 100% if the water collector and water core are within the same atmosphere. &lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0022 energy per second per maximum resource. &lt;br /&gt;
Water production = 0.009 water per second per maximum resource * efficiency.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull that equates to 11,000 energy per second to produce 45,000 water per second (assuming 100% efficiency).&lt;br /&gt;
&lt;br /&gt;
== Refinement Core == &lt;br /&gt;
&lt;br /&gt;
The Refinement Core (stargazer_refinement_core) takes water and splits it into Oxygen and Deuterium, the Oxygen is used in Life Support, and Deuterium is used to increase the energy production from the Energy Core.&lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0025 energy per second per maximum resource. &lt;br /&gt;
Water consumption = 0.0075 water per second per maximum resource.&lt;br /&gt;
Oxygen production = 0.0025 oxygen per second per maximum resource.&lt;br /&gt;
Deuterium production = 0.005 deuterium per second per maximum resource.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull that equates to 8616 and 25720 energy and water consumption per second respectively, to produce 8487 and 17232 oxygen and deuterium respectively.&lt;br /&gt;
&lt;br /&gt;
== Life Support Controller == &lt;br /&gt;
&lt;br /&gt;
The Life Support Controller (stargazer_ls_controller) will provide life support to your ship, so long as its welded to a ship with a Ship Core. It will provide an artificial gravity, as well as allowing players to survive in space. &lt;br /&gt;
&lt;br /&gt;
== TSCM Entities == &lt;br /&gt;
&lt;br /&gt;
Most TSCM entities require energy from Stargazer, such as [[Shields]] and [[Transporters]]. CAP entities do not require power from Stargazer.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Stargazer&amp;diff=158</id>
		<title>Stargazer</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Stargazer&amp;diff=158"/>
		<updated>2026-09-11T00:12:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Water Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stargazer is the custom life support addon for the server, all of the entities and config for Stargazer can be found in the Stargazer tool-tab. &lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The heart of Stargazer is the Stargazer Node (stargazer_node), which links various entities to it. Unlike other life support addons, there is are external storage entities, and only one way to generate energy. All Stargazer entities can be controlled via wiremod.&lt;br /&gt;
&lt;br /&gt;
The maximum resource storage is determined by the following formula: &amp;lt;math&amp;gt;clamp(Hull * R, 100000, 5000000)&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt; is equal to 3.375 for Energy, Deuterium and Oxygen and 4.5 for Water.&lt;br /&gt;
&lt;br /&gt;
This means a ship will always have a minimum of 100,000 of each resource and a maximum of 5,000,000.&lt;br /&gt;
This also means a 1,000,000 hull ship will not necessarily obtain the maximum amount of resources.&lt;br /&gt;
&lt;br /&gt;
== Energy Core == &lt;br /&gt;
&lt;br /&gt;
The Energy Core (stargazer_energy_core) is the only way to generate energy (barring the admin core), though it can produce more energy if given Deuterium. Interacting with it will toggle the state.&lt;br /&gt;
&lt;br /&gt;
The base energy generation rate is 1900 energy per second. &lt;br /&gt;
&lt;br /&gt;
If powered by deuterium it will produce an additional 0.012 energy per maximum resource, and will consume 0.0024 deuterium per second.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull fully powered by deuterium that is a total production is 41,153 energy per second. &lt;br /&gt;
&lt;br /&gt;
== Water Core ==&lt;br /&gt;
&lt;br /&gt;
The Water Core (stargazer_water_core) collects water which only serves to generate Oxygen and Deuterium via the Refinement Core. To generate water you must interact with it to spawn the collector, which if placed will generate water (if placed in a water/lava source). There is a range on the collector to the Water Core, they must be in relative proximity. The Water Core requires some energy to operate, so it is critical that you have the Energy Core placed and operational first.&lt;br /&gt;
&lt;br /&gt;
The efficiency determines how much water is collected per expenditure of energy, for which it is proportional on the distance between the collector and the water core. The equation for efficiency is &amp;lt;math&amp;gt;\eta = e^{-0.00035 \cdot s}&amp;lt;/math&amp;gt;. The efficiency is purely 100% if the water collector and water core are within the same atmosphere. &lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0022 energy per second per maximum resource. &lt;br /&gt;
Water production = 0.009 water per second per maximum resource * efficiency.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull that equates to 11,000 energy per second to produce 45,000 water per second (assuming 100% efficiency).&lt;br /&gt;
&lt;br /&gt;
== Refinement Core == &lt;br /&gt;
&lt;br /&gt;
The Refinement Core (stargazer_refinement_core) takes water and splits it into Oxygen and Deuterium, the Oxygen is used in Life Support, and Deuterium is used to increase the energy production from the Energy Core.&lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0025 energy per second per maximum resource. &lt;br /&gt;
Water consumption = 0.0075 water per second per maximum resource.&lt;br /&gt;
Oxygen production = 0.0025 oxygen per second per maximum resource.&lt;br /&gt;
Deuterium production = 0.005 deuterium per second per maximum resource.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull that equates to 8616 and 25720 energy and water consumption per second respectively, to produce 8487 and 17232 oxygen and deuterium respectively.&lt;br /&gt;
&lt;br /&gt;
== Life Support Controller == &lt;br /&gt;
&lt;br /&gt;
The Life Support Controller (stargazer_ls_controller) will provide life support to your ship, so long as its welded to a ship with a Ship Core. It will provide an artificial gravity, as well as allowing players to survive in space. &lt;br /&gt;
&lt;br /&gt;
== TSCM Entities == &lt;br /&gt;
&lt;br /&gt;
Most TSCM entities require energy from Stargazer, such as [[Shields]] and [[Transporters]]. CAP entities do not require power from Stargazer.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=History&amp;diff=157</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=History&amp;diff=157"/>
		<updated>2026-08-23T17:02:22Z</updated>

		<summary type="html">&lt;p&gt;Admin: &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;
== RSW-Pheonix War == &lt;br /&gt;
&lt;br /&gt;
On July 25th, 2026, the governing council of Resurgent Shipworks (RSW) 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;br /&gt;
&lt;br /&gt;
On August 17th, 2026 the Pheonix Coalition responded with a declaration of war. Citing displays of force in universe galaxy, as well as &#039;taunting&#039; of Pheonix Coalition members. Wolf-Corp has maintained their war with RSW as well as OTM describing both as remenants of the [[Cephian_Fleet]].&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Stargazer&amp;diff=156</id>
		<title>Stargazer</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Stargazer&amp;diff=156"/>
		<updated>2026-08-22T02:29:28Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Water Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stargazer is the custom life support addon for the server, all of the entities and config for Stargazer can be found in the Stargazer tool-tab. &lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The heart of Stargazer is the Stargazer Node (stargazer_node), which links various entities to it. Unlike other life support addons, there is are external storage entities, and only one way to generate energy. All Stargazer entities can be controlled via wiremod.&lt;br /&gt;
&lt;br /&gt;
The maximum resource storage is determined by the following formula: &amp;lt;math&amp;gt;clamp(Hull * R, 100000, 5000000)&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt; is equal to 3.375 for Energy, Deuterium and Oxygen and 4.5 for Water.&lt;br /&gt;
&lt;br /&gt;
This means a ship will always have a minimum of 100,000 of each resource and a maximum of 5,000,000.&lt;br /&gt;
This also means a 1,000,000 hull ship will not necessarily obtain the maximum amount of resources.&lt;br /&gt;
&lt;br /&gt;
== Energy Core == &lt;br /&gt;
&lt;br /&gt;
The Energy Core (stargazer_energy_core) is the only way to generate energy (barring the admin core), though it can produce more energy if given Deuterium. Interacting with it will toggle the state.&lt;br /&gt;
&lt;br /&gt;
The base energy generation rate is 1900 energy per second. &lt;br /&gt;
&lt;br /&gt;
If powered by deuterium it will produce an additional 0.012 energy per maximum resource, and will consume 0.0024 deuterium per second.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull fully powered by deuterium that is a total production is 41,153 energy per second. &lt;br /&gt;
&lt;br /&gt;
== Water Core ==&lt;br /&gt;
&lt;br /&gt;
The Water Core (stargazer_water_core) collects water which only serves to generate Oxygen and Deuterium via the Refinement Core. To generate water you must interact with it to spawn the collector, which if placed will generate water (if placed in a water/lava source). There is a range on the collector to the Water Core, they must be in relative proximity. The Water Core requires some energy to operate, so it is critical that you have the Energy Core placed and operational first.&lt;br /&gt;
&lt;br /&gt;
The efficiency determines how much water is collected per expenditure of energy, for which it is proportional on the distance between the collector and the water core. The equation for efficiency is &amp;lt;math&amp;gt;\eta = e^{-0.00035 \cdot s}&amp;lt;/math&amp;gt;. The efficiency is purely 100% if the water collector and water core are within the same atmosphere. &lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0022 energy per second per maximum resource. &lt;br /&gt;
Water production = 0.009 water per second per maximum resource * efficiency.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull that equates to 7,707 energy per second to produce 30,834 water per second (assuming 100% efficiency).&lt;br /&gt;
&lt;br /&gt;
== Refinement Core == &lt;br /&gt;
&lt;br /&gt;
The Refinement Core (stargazer_refinement_core) takes water and splits it into Oxygen and Deuterium, the Oxygen is used in Life Support, and Deuterium is used to increase the energy production from the Energy Core.&lt;br /&gt;
&lt;br /&gt;
Energy consumption = 0.0025 energy per second per maximum resource. &lt;br /&gt;
Water consumption = 0.0075 water per second per maximum resource.&lt;br /&gt;
Oxygen production = 0.0025 oxygen per second per maximum resource.&lt;br /&gt;
Deuterium production = 0.005 deuterium per second per maximum resource.&lt;br /&gt;
&lt;br /&gt;
For a 1M hull that equates to 8616 and 25720 energy and water consumption per second respectively, to produce 8487 and 17232 oxygen and deuterium respectively.&lt;br /&gt;
&lt;br /&gt;
== Life Support Controller == &lt;br /&gt;
&lt;br /&gt;
The Life Support Controller (stargazer_ls_controller) will provide life support to your ship, so long as its welded to a ship with a Ship Core. It will provide an artificial gravity, as well as allowing players to survive in space. &lt;br /&gt;
&lt;br /&gt;
== TSCM Entities == &lt;br /&gt;
&lt;br /&gt;
Most TSCM entities require energy from Stargazer, such as [[Shields]] and [[Transporters]]. CAP entities do not require power from Stargazer.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Cephian_Fleet&amp;diff=155</id>
		<title>Cephian Fleet</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Cephian_Fleet&amp;diff=155"/>
		<updated>2026-08-22T01:49:51Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;=== Cephian Fleet Lore ===  ==Formation== The Cephian Fleet, based on the constellation Cepheus, was originally created late in the year 2016 on the TSCM Spacebuild Servers. As a brand new faction, it was led by Robert (Crowbar Bonk) and Will (tscm.Will) with the roles of Admirals. Each and every decision would go through them. Soon, the faction welcomed members such as Kaden (Aternalis), Alex, Jared, Panda, TheEnigma, and Salira (maybe a couple more, but not as crucial...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Cephian Fleet Lore ===&lt;br /&gt;
&lt;br /&gt;
==Formation==&lt;br /&gt;
The Cephian Fleet, based on the constellation Cepheus, was originally created late in the year 2016 on the TSCM Spacebuild Servers. As a brand new faction, it was led by Robert (Crowbar Bonk) and Will (tscm.Will) with the roles of Admirals. Each and every decision would go through them. Soon, the faction welcomed members such as Kaden (Aternalis), Alex, Jared, Panda, TheEnigma, and Salira (maybe a couple more, but not as crucial to Cephian lore). It wasn’t the largest faction on TSCM, and it even shrunk with Alex, Jared, and Panda leaving TSCM. The core group stuck with it, and still play TSCM to this day. The Cephian Fleet Constitution was created to outline core ideas and rules to maintain the viability of the newly created faction. New ships were being built, new friends were made, and some of the best memories formed. This was considered the “Golden Age of the Cephian Fleet”. Things took a turn when the Cephians got involved with the Twelve Colonies.&lt;br /&gt;
&lt;br /&gt;
==Cephians in the Twelve Colonies==&lt;br /&gt;
After a week, the decision was made to join the Twelve Colonies alliance. This was something that the Cephians always wanted, for, the TC had some of the best ships and technology. This was seen as a huge accomplishment for the small faction. However, the celebrations did not last for too long. Robert and Will noticed that the TC was fairly inactive to the point where nothing was done. At the time Grand Admiral Brent (Leader of the TC) was away from TSCM. This caused inactivity in many of the other factions. The Cephians joined for new opportunities, yet the TC was in a dark era resulting in nothing being done. After some time Robert and Will decided to make the difficult decision to leave the TC Alliance (the amount of time was not recorded). Prior to leaving, Will reached out to Brent with the question of what would happen if the Cephians were to leave. Brent responded with, “And to answer your question directly your faction and every member would be banned from ever joining the alliance again, would lose access to any colonial chip or fleet and would be immediately removed”. With hopes to start a brand new alliance, The United Fleets, the Cephians felt at ease when leaving the TC. Almost immediately this sparked some sort of debates in the TC, and out of nowhere war was declared upon the Cephians. &lt;br /&gt;
&lt;br /&gt;
==Clarification of the Declaration==&lt;br /&gt;
The Cephians don’t truly understand what was discussed within the TC that led to the war declaration. As stated previously, Brent was inactive for a decent amount of time. However, it has been stated numerous times that much of the TC took whatever Brent would say to heart. A TC member named Obi stated that the TC was an echo chamber. Brent would make jokes about the Cephians and many took that way too far. They were told that they would be banned from joining again, losing new technology, losing new ships, but they weren’t told war would be declared. They were never told that leaving would result in the Cephians being hated by everyone. &lt;br /&gt;
&lt;br /&gt;
==Cephian-TC War==&lt;br /&gt;
War was declared and the Cephians were unprepared. With Brent being inactive, power was given to the TC member 4NO who, in many eyes, is responsible for the length of the war. During the war era, no one knew that 4NO was creating lies that would make the rest of the server turn against the Cephian Fleet. These lies stained the group of friends that created it. More importantly, much of these lies were directed towards Cephian member Kaden. At the time Kaden reached the rank of Commander. Many TC/TSCM server members reached out calling Kaden immature by breaking server rules every time he was on. Stories such as attacking players without permission and provoking others in chat. Soon enough the CF (Cephian Fleet) reputation plummeted fast. Between battles Will and Robert would attend many meetings in an attempt to clear the air and end the war. These all had similar endings. More battles meant more militaristic rules being added into the constitution, which some CF members were not too fond of. More meetings brought up more ways to “resolve” everything. The TC demanded that the CF either bans Kaden, or come up with ways to “punish” him. Kaden was still a friend to the admirals, so a strike system was implemented into the constitution. These strikes were then given to Kaden. Robert and Will felt guilty, Kaden threatened to leave the CF, and then another war was declared. The war with the Wolf-Corp. Led by Blackcrow (Placo), the Wolf-Corp and Cephians declared war on each other due to heightened tensions. This was too much for the CF to handle at one. Unfortunately records regarding the time of this war and length were not kept. To handle this war, the CF reached out to the TC for a truce and turned them onto Wolf-Corp. This gave a little boost to the Cephian moral, but that didn’t last for long. Eventually, the war with the Wolf-Corp came to an end.&lt;br /&gt;
&lt;br /&gt;
==Cephians End==&lt;br /&gt;
The war with the TC lasted a little over a year. The Cephian Fleet morale was at an all time low. More and more militaristic rules were being added to the constitution. Strikes, punishment systems, weekly reports, etc. These addons ruined the idea of the CF one at a time. Robert and Will tried to resolve this with new project ideas, a new flagship, new headquarters, and new faction group ideas. No flagship was ever created, no new projects, a headquarters with no purpose, and no new factions. No matter what, the CF reputation was destroyed. At this point there was only one thing left to do. The admirals called a meeting. Robert made the announcement, “It’s been a great 3 years, but as they say, all things must come to an end. The Cephians are being disbanded due to a lot of bad things on the server. The Fleet has fallen away from what it was intended to be in the beginning. Us at the Cephians wish you a farewell and a good night.” The Cephian Fleet disbanded. Many cheered, many grieved. &lt;br /&gt;
&lt;br /&gt;
==The Guardians==&lt;br /&gt;
Months went by with many of the CF members becoming inactive. In 2018, Will was active again and created a new faction named The Guardians. He had one main goal with the Guardians, “We shall Guard the weak, we shall Guard the peace”. Will did an overhaul of the old Cephian Fleet Constitution, getting rid of the militaristic rules. This was to make sure that the past would not be repeated. Seeing the potential of this new faction, Kaden joined Will as Rear Admiral. Together they developed new ships, new members joined, and new ideas were formed. At some point Grand Admiral Brent became active again, and had some catching up to do. He realized that the Cephians had disbanded and became inactive due to the troubles with the TC, and made a public apology. He also punished 4NO for what was done during the war. Brent even reached out to the Guardians regarding them joining the newly reformed TC. They too were trying to make sure that the past wouldn’t repeat. The Guardians cherished for 2-3 more years on TSCM. Around the year 2022/2023, Will decided to disband the Guardians due to a busy school life.&lt;br /&gt;
&lt;br /&gt;
=== Resurgent Shipworks 2026 ===&lt;br /&gt;
RSW was created in early 2025 by Robert, Kaden, and Will. This was an attempt to bring everyone back to TSCM, and an attempt to bring back old memories. The concept of RSW was created along with the original logo, but nothing really happened. It was difficult to bring back old members and old friends, TSCM was almost a ghost town, and it was hard to find the time to play. The idea of RSW was swept under the rug and forgotten about…until the summer of 2026. Will had a new computer. Will copied all his duplications over, contacted Robert and Kaden, hopped on TSCM, and got to work. A new motto was formed for RSW, “Built to Rigorous Maritime Standards”. The goal of RSW was to build new ships for everyone. Ships that would be built efficiently. Some would remain as faction ships, others could be placed onto the TSCM forums for many to use. RSW also wanted to make new screens and technology. Robert, Kaden, and Will wanted to become a major part of TSCM again. Soon enough, old faces began to appear. Enigma and Salira both joined the RSW, and for once in many many years, the core friend group was back together. A new constitution has yet to be drafted, but it would be different from past ones. A new one will define the goals of the RSW which will be written by everyone. Any faction-wide decisions will be talked and voted on by everyone. Not one person is incharge and new ships/tech is shared to everyone within the RSW. With the RSW becoming more and more active, more members began joining once again. TSCM has never felt more alive. By now, most of the factions of the server are part of the Phoenix Coalition, which is maintained by the Lunar Empire. RSW was in this alliance, but decided to leave in July 2026, “After careful deliberation of the governing council of Resurgent Shipworks, we as a corporation have determined that the recent inaction of the Phoenix Coalition in the wider galaxy to expand economic interests across the space and the policies that guided this decisions no longer align with this corporation’s long term mission and vision. Consequently, Resurgent Shipworks has decided to secede from the PC going forward. While our interests and the coalition’s have separated, we intend to maintain cordial relationships in the near future and maintain ties with our industry partners and clients”. This brought some discussions to those who lead the PC. In August of 2026, Salira’s Server 2 PVP idea became reality. This brought on some tensions between RSW and PC, and eventually the PC declared war on the RSW, “To the leadership of the RSW faction. Your recent split from the Phoenix Coalition has sparked debate within the Alliance&#039;s officer board. We have considered the potential reasons for this hasty departure and following recent events including your display of force in the Universe Galaxy, taunting of PC personnel, and overall increased aggressiveness towards us, we have agreed that those actions are signs of an upcoming conflict between our two forces. While our Alliance aims at keeping peace with its neighbors, we cannot ignore belligerent factions such as yours and as such, we are officially declaring war in order to defend our alliance, their members, and the global peace across galaxies”. And because of tensions that still remain, the Wolf-Corp has also declared war on the RSW on August 20, 2026. The RSW is even more focused on making ships that are PVP ready and new RSW based screens.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Factions&amp;diff=154</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Factions&amp;diff=154"/>
		<updated>2026-08-22T01:47:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* List of Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The server has a built in faction system, which can be accessed via typing !fmenu. &lt;br /&gt;
&lt;br /&gt;
=== List of Factions ===&lt;br /&gt;
&lt;br /&gt;
* Luna&lt;br /&gt;
* Wayland-Yutani&lt;br /&gt;
* Foundation&lt;br /&gt;
* [[Cephian Fleet]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=153</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Weapons&amp;diff=153"/>
		<updated>2026-08-19T22:25:16Z</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;
Beams are fully absorbed by the shield and do not do any bleedthrough (with the exception of proton which pierces shields).&lt;br /&gt;
&lt;br /&gt;
For Star Trek shields there is a bleedthrough mechanism. There is a damage to the shield, and a damage done through the shield.As an example,&lt;br /&gt;
&lt;br /&gt;
A photon torpedo does:&lt;br /&gt;
3000 * 0.075 = 225 damage to covariant/regenerative shields (7.5% scaling factor).&lt;br /&gt;
3000 * (0.075 - 0.05) = 75 damage to resilient shields (7.5% scaling factor, 5% absorbed).&lt;br /&gt;
3000 * 0.1 = 300 bleedthrough damage to hull through covariant/regenerative shields (10% standard bleedthrough rate).&lt;br /&gt;
3000 * 0.05 = 150 bleedthrough damage to hull through resilient shields (5% bleedthrough rate).&lt;br /&gt;
&lt;br /&gt;
A transphasic torpedo does:&lt;br /&gt;
3750 * 0.25 = 937.5 damage to shields (25% scaling factor).&lt;br /&gt;
3750 * (0.25 - 0.05) = 750 damage to resilient shields (25% scaling factor, 5% absorbed).&lt;br /&gt;
3750 * 0.45 = 1687.5 bleedthrough damage to hull through covariant/regenerative shields (45% transphasic bleedthrough rate).&lt;br /&gt;
3750 * 0.225 = 843.75 bleedthrough damage to hull through resilient shields (22.5% transphasic bleedthrough rate). &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=Shields&amp;diff=152</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=Shields&amp;diff=152"/>
		<updated>2026-08-19T22:08:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: &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;
== Asgard Shields ==  &lt;br /&gt;
&lt;br /&gt;
Asgard shields have 60,000 energy with no faces, like Atlantis shields.&lt;br /&gt;
However, like Starship shields they do not take extra damage from beams, do not retain atmosphere, and can be activated at any energy level. Bleedthrough is applied in increasing amounts as the shield takes damage:&lt;br /&gt;
&lt;br /&gt;
    75-100% - no bleedthrough.&lt;br /&gt;
    50-75% - 5% bleedthrough (22.5% transphasic).&lt;br /&gt;
    25-50% - 10% bleedthrough (45% transphasic).&lt;br /&gt;
    0-25% - 20% bleedthrough (90% transphasic).&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=History&amp;diff=151</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=History&amp;diff=151"/>
		<updated>2026-08-18T23:52:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: &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;
== RSW-Pheonix War == &lt;br /&gt;
&lt;br /&gt;
On July 25th, 2026, the governing council of Resurgent Shipworks (RSW) 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;br /&gt;
&lt;br /&gt;
On August 17th, 2026 the Pheonix Coalition responded with a declaration of war. Citing displays of force in universe galaxy, as well as &#039;taunting&#039; of Pheonix Coalition members.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralconstellation.space/index.php?title=History&amp;diff=150</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralconstellation.space/index.php?title=History&amp;diff=150"/>
		<updated>2026-08-18T23:49:43Z</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;
== RSV-Pheonix War == &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;br /&gt;
&lt;br /&gt;
On August 17th, 2025 the Pheonix Coalition responded with a declaration of war. Citing displays of force in universe galaxy, as well as &#039;taunting&#039; of Pheonix Coalition members.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<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>
</feed>