Terran
Part |
Details
|
Corridor |
A 1x1 tile part.
|
Door |
An access point to parts.
|
Weapon |
DPS |
Details
|
Shields |
Parts/armor |
Structure
|
Small Laser |
533 |
533 |
266 |
A turreted laser which takes up 2 blocks of internal space. Requires one crew to man. Uses energy as ammo. Boasts a wide arc of fire, high accuracy and speed, making it useful for light, reliable weaponry.
|
Heavy Laser Blaster |
1600 |
1600 |
800 |
A turreted laser which takes up 6 blocks of internal space. Requires two crew to man. Uses energy as ammo. Boasts a wide arc of fire, high accuracy and speed, making it useful for light, reliable weaponry.
|
Electrobolt |
3600 |
200 |
150 |
A turreted energy weapon which does low damage but drains energy on hit. Uses a lot of energy to fire. Required minimum of one crewman; five for optimal operation. Boasts a wide arc of fire.
|
Ion Beam |
1800 |
1800 |
1200 |
A spinal weapon with a long range. Fixed weapon, cannot be aimed independent of it's ship. Low health. Takes some time to gain full damage. Has no projectile; the damage will be applied instantly. Uses copious volumes of energy. Requires two crew to man.
|
Standard Cannon |
1333 |
1333 |
667 |
Frontal arc cannon. Has penetration mechanics. Can start fires. High DPS. Requires ammo to function. One man crew.
|
Large Cannon |
1600 |
1600 |
1000 |
Big brother of the standard cannon. Requires four ammo per shot. Massive penetration and damage. Requires two crew to function. Extremely slow tracking speed and poor accuracy.
|
Missile Launcher |
See page |
Holy Grail of the new player. Very long range. Can fire missiles in a massive arc, which will home in on targets (most of the time). Splash damage. Holds three missiles, which are fired simultaneously. Very expensive. Easy to destroy.
|
Railgun |
Differs with accelerators added |
A multi-part weapon that needs a loader, launcher and optional accelerators to function. Very high penetration and uses cannon ammo. Can be destroyed easily, causing chain explosions along the railgun. Requires two crew.
|
|
Ion Beam Prism |
- |
- |
- |
The ion beam prism is an augmenting and networking part to enhance the use of the ion beam by absorbing the beam and re-directing it.
|
More information: https://wiki.cosmoteer.net/index.php/Weapon
Munitions
- Main article: Munition Management
Munition |
Details
|
Ammo Factory |
Creates 2 ammo per second. Enough to support one and a half standard cannons. Explosive.
|
Ammo Storage |
Stores up to 18 shells. Explosive.
|
HE Missile Factory |
Produces guided High Explosive missiles that cause significant damage over a small area. Requires power. Explosive.
|
E.M.P. Missile Factory |
Produces guided Electromagnetic Pulse missiles that drain power from enemy systems in a large area. Requires power. Explosive.
|
Nuclear Torpedo Factory |
Produces unguided Tactical Nuclear Torpedoes that cause massive damage in a very large area. Very expensive. Requires power. Explosive.
|
Mine Factory |
Produces mines that explode when in proximity to enemy ships, launching damaging shrapnel. Requires cannon ammo and power. Explosive.
|
Missile & Mine Storage |
Stores a limited cach of missiles or mines of any type. Explosive if missiles/mines contained during destruction.
|
Defenses
Defense |
Details
|
Shield Generator |
Projects an arc in front of it. This arc will absorb damage. Consumes a decent amount of power passively, and will consume extra power when under fire, equivalent to the amount of damage it absorbs.
|
Point Defense |
Destroys nearby enemy missiles in the arc in front of it. Can be used as a weapon. Very cheap.
|
Flak Battery |
Destroys nearby enemy missiles, cannon- and laser shots in the arc in front of it. Can be used as a weapon. Very bulky.
|
Fire Extinguisher |
Spawns a fire extinguisher every so often, which crew can use to extinguish fires. Pretty much required for surviving penetration by a large, hard cannon.
|
Armor |
Extremely high health. High penetration resistance. High blast resistance. Heavy. Also acts as a "lightning rod" for E.M.P. effects.
|
Flight
- Main article: Movement
Part |
Details
|
Control Room |
Requires one crewman. Reveals 400m into the fog of war. Allows the ship to move, micromanage weaponry and select targets. Expensive.
|
Small Thruster |
Tiny thruster. Cheap, light, low thrust.
|
Standard Thruster |
A double size tiny thruster. Has decent thrust and is easy to link to other thrusters.
|
Large Thruster |
Enormous 2x2 thruster. More difficult to link with different facing thrusters. More expensive. High thrust.
|
Huge Thruster |
Huge 3x3 thruster. More difficult to link with different facing thrusters. More expensive. Higher thrust.
|
Boost Thruster |
Huge 2x3 thruster. Offers boosted thrust. Larger prohibited area. 3x thrust for short period of time.
|
2-Way Small Thruster |
Tiny thruster with adjacent nozzles. Cheap, light, low thrust.
|
3-Way Small Thruster |
Tiny thruster with nozzles on 3 sides. Cheap, light, low thrust.
|
FTL Drive |
Allows the ship to jump to other areas. Very expensive. Uses enough power to toast wet bread while active. Gives area of influence; blocks outside this influence lower efficiency.
|
Engine Room |
An engine room which increases the thrust and power consumption of adjacent thrusters by 75%. Requires 2 crew members.
|
Crew
- Main article: Crew Quarters
For crew only see Crew.
Part |
Details
|
Bunk |
2x1. Houses 2 crewmen. Inefficient, but cheap.
|
Quarters |
Stores 6 crew in a 2x2 space. More efficient than the bunk; use these when possible.
|
Moving Walkway |
Makes crew go fast in forwards direction. Slower in all other directions.
|
Power
- Main article: Power Management
Room |
Details
|
Reactor small |
Produces 8 power. You need this. Expensive and volatile; trade-off between proximity to weapons and safety.
|
Reactor Medium |
Produces 24 power. Costs 2x reactor small.
|
Reactor Large |
Produces 72 power. Costs 4x reactor small.
|
Storage |
Stores 15 energy cells. Less volatile and cheaper than reactors; can be used to keep reactors further from guns.
|
Miscellaneous
Part |
Details
|
Sensor Array |
Increases vision range to 800m (double that of the stock control room). Requires 4 crew members to function.
|
Structure |
Nonphysical block. Very cheap. Crew can walk on it at a greatly reduced speed. Structure is also generated by parts when they are destroyed.
|
Explosive Charge |
It explodes upon activation causing the collateral damage to parts in a 2m radius.
|
Tractor Beam |
The tractor beam can push or pull targets.
|
Asteroid