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	<updated>2026-10-28T23:11:25Z</updated>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8173</id>
		<title>Category:Weapons</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8173"/>
		<updated>2015-08-12T15:32:25Z</updated>

		<summary type="html">&lt;p&gt;92.19.138.157: /* Turret */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WeaponsForSale.png|thumb|280px|Weapons for sale in the outfitting store]]&lt;br /&gt;
&lt;br /&gt;
Each [[ships|ship]] can equip a variety of energy, projectile and missile based weapons. Most weapons are available in either fixed, gimbal, or turret variants. Weapons are organized into classes ranging from 1 to 4 indicating their relative size (the higher the number the bigger the [[hardpoint]] must be to equip the weapon). In the outfitting store fixed weapons are indicated with a crosshair icon, gimbal weapons with a gyroscope icon, and turret weapons with a small turret icon.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
There are 2 types of weapons; Energy-based and kinetic-based which carry ammunition. In addition there are also weapons used for defence such as the point defence turret. Weapons generate heat, which increases your signature on the radar. When you have more than 100% heat, you will not be able to fire (however, given that you would be overheating, you probably have other problems on your hands).&lt;br /&gt;
&lt;br /&gt;
=== Energy weapons ===&lt;br /&gt;
These weapons use a charging capacitor and thus do not need ammo, but tend to drain weapon energy quickly and take time to recharge.&lt;br /&gt;
&lt;br /&gt;
Energy weapons are effective at stripping shields, but less effective at destroying hull armour.&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
&lt;br /&gt;
=== Ammunition weapons ===&lt;br /&gt;
Kinetic-based weapons require ammunition to fire but generate less heat and consume less power as a result. Ammunition can be replenished at most stations or outposts.&lt;br /&gt;
&lt;br /&gt;
Kinetic weapons are good against armour, but are not as useful against shields.&lt;br /&gt;
&lt;br /&gt;
The following list is not limited to kinetic weapons.&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerator]]&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
* [[Mine Launcher]]&lt;br /&gt;
* [[Point Defence Turret]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Mounts==&lt;br /&gt;
Regardless of type, all weapons are placed in different mounts which determine how they aim at targets:&lt;br /&gt;
&lt;br /&gt;
===Fixed===&lt;br /&gt;
Fixed weapons are rather powerful, but have very little tracking ability - they shoot straight ahead, and can only do minor tracking when the target is within the weapon&#039;s crosshairs. Because of this, fixed weapons depend heavily on your ship&#039;s manoeuvrability; however, they are cheap, use little power, are not affected by chaff and every weapon is available in a fixed mount.&lt;br /&gt;
&lt;br /&gt;
The following weapons have fixed variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerator]]&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gimbal ===&lt;br /&gt;
[http://en.wikipedia.org/wiki/Gimbal Gimbal] means that the weapon is hung in a rotating construction, so it can move independent of the ship&#039;s orientation. Gimbal-mounted weapons can keep track of a target even when you&#039;re not pointed directly at the target, allowing far more firepower to hit a target. In exchange, gimbal weapons are usually weaker than their fixed counterparts and are vulnerable to chaff as it disrupts the weapon&#039;s ability to track the target. Also keep in mind that tracking systems track &#039;&#039;heat&#039;&#039;; if a target is not generating sufficient heat, gimbals will not lock on and behave much like fixed weapons. Gimbals also have difficulties targeting sub-systems that have been turned off, through the modules management screen, although they still try to get a lock, it is much less precise.&lt;br /&gt;
&lt;br /&gt;
The following weapons have gimbal variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
&lt;br /&gt;
=== Turret ===&lt;br /&gt;
[[File:Turret_in_action_01.jpg|right|306px]]&lt;br /&gt;
Turrets are fully independent auto-firing weapons that have a 360 degree range of fire. Standard turrets generally act autonomously.&lt;br /&gt;
&lt;br /&gt;
Note: You can select one of three &amp;quot;Turret Weapon Modes&amp;quot; from the Functions tab of the Systems menu&lt;br /&gt;
# Forward Fire - Your turrets will act as fixed weapons and will be shooting only manually.&lt;br /&gt;
# Targeted Enemy - The turrets will automatically shoot targets which you lock manually within a distance of 3km.&amp;lt;ref group=&amp;quot;nb&amp;quot;&amp;gt;You need to fire once for the turrets to trigger&amp;lt;/ref&amp;gt;{{Cite}}&lt;br /&gt;
# Fire at Will - The turrets will focus automatically on any wanted target which is firing at you. In this mode 2 turrets can focus on different targets at the same time.&lt;br /&gt;
&lt;br /&gt;
The following weapons have turret variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
&lt;br /&gt;
== Weapon Test Results ==&lt;br /&gt;
* [https://forums.frontier.co.uk/showthread.php?t=140240 Stage 1 – Shield DPS]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mining Laser]] - A hardpoint mounted thermal weapon to mine asteroids&lt;br /&gt;
* [[:Category:Power-specific module|Power-specific modules]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references group=&amp;quot;nb&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[ru:Оружие]]&lt;/div&gt;</summary>
		<author><name>92.19.138.157</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Careers&amp;diff=5116</id>
		<title>Careers</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Careers&amp;diff=5116"/>
		<updated>2015-08-12T15:26:49Z</updated>

		<summary type="html">&lt;p&gt;92.19.138.157: /* Explorer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of distinct roles that players can take on. Roles do not require prior experience or skills to take part in - by obtaining the necessary equipment anyone can perform any role. Trading, smuggling, exploring, mining, bounty hunting, and pirating are the six main roles. [[Frontier Developments]] have stated that they want all roles to be equally profitable.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=6gMbLjUjs1w&amp;amp;feature=youtu.be Dev Diary 3 — Player Roles]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Courier==&lt;br /&gt;
{{main|Courier}}&lt;br /&gt;
Starport [[Bulletin Board|bulletin boards]] will often offer missions that require little or no cargo space and can be an easy (albeit low) source of income. Missions that require no cargo space will be marked with one horizontal arrow pointing right whereas courier missions that require some cargo space are marked with a cargo container and an arrow pointing to the right. While missions that have two horizontal arrows going left and right require you to buy the stated cargo and return to the port with it. Accepted missions can be turned in (completed) by travelling to the mission&#039;s destination and using the starport bulletin board there.&lt;br /&gt;
&lt;br /&gt;
==Trader==&lt;br /&gt;
{{main|Trader}}&lt;br /&gt;
Trading is the act of buying [[commodities]] at a low price and selling them for a higher price. In Elite: Dangerous the [[Galaxy Map]] can help traders determine profitable trade routes by providing purchasable market data as well as displaying NPC trade routes and economy types. As profitable as it can be to haul cargo around the galaxy, pirates abound and, depending on the system, can be a major hazard for traders who are not prepared.&lt;br /&gt;
&lt;br /&gt;
==Explorer==&lt;br /&gt;
{{main|Explorer}}&lt;br /&gt;
&lt;br /&gt;
Exploring is a (mostly) lonely and time consuming job. The profitability depends on how much undiscovered data the player has to sell and, when the system is all but unknown, the profit can be quite substantial. Starting from game&#039;s version 1.1, it will display tag with commander&#039;s name alongside astronomical object to indicate which person first discovered and sold this exploration data to authorities. However, you are still able to explore said star system and make credits regardless.&lt;br /&gt;
&lt;br /&gt;
==Miner==&lt;br /&gt;
{{main|Miner}}&lt;br /&gt;
&lt;br /&gt;
Mining in Elite: Dangerous is very manual as the player must use a mining laser to chip off pieces of an asteroid to then scoop up to be refined on-board. For newer players mining can be a good way to learn ship control, operation of the cargo scoop, and how to interact with the control panel in flight. Pilots of large ships are able to use collection drones to automate the fragments collection process.&lt;br /&gt;
&lt;br /&gt;
==Smuggler==&lt;br /&gt;
{{main|Smuggler}}&lt;br /&gt;
&lt;br /&gt;
Smugglers are similar to traders except that they sell goods where it is illegal, on the [[Black Market|black market]]. Smugglers have to use stealth, cunning and special equipment to outwit the Police and sometimes military authorities, especially around [[station]]s, to sell their goods at a profit while escaping fines and a criminal record. Smugglers can also be a special case of couriers, where the player is asked to transport forbidden items.&lt;br /&gt;
&lt;br /&gt;
==Pirate==&lt;br /&gt;
{{main|Pirate}}&lt;br /&gt;
&lt;br /&gt;
Pirates naturally earn combat ranking by attacking and destroying other ships. The primary motivation for pirates is the cargo carried by their prey. Pirates use powerful weaponry and their fearsome reputations to encourage traders to hand over their goods.&lt;br /&gt;
&lt;br /&gt;
==Mercenary==&lt;br /&gt;
{{main|Mercenary}}&lt;br /&gt;
&lt;br /&gt;
Mercenary work is found at starport bulletin boards which send the player to fight at [[Conflict Zone]]s and warzones. In zones with active fighting a mercenary can find near constant work.&lt;br /&gt;
&lt;br /&gt;
==Assassin==&lt;br /&gt;
{{main|Assassin}}&lt;br /&gt;
&lt;br /&gt;
An assassin requires flight experience and solid equipment as their targets are highly dangerous. The payout for taking down targets can be extremely rewarding, but make sure to never underestimate the enemy - their bounties are large for a reason.&lt;br /&gt;
&lt;br /&gt;
==Bounty Hunter==&lt;br /&gt;
{{main|Bounty Hunter}}&lt;br /&gt;
&lt;br /&gt;
Space is a rough place and there are plenty of pirates in the anarchy systems who need to be retired. The bounty hunter takes advantage of the in-game bounty system, earning credits and combat rank for destroying wanted ships. Bounty hunters specialize in lethal, offensively-focused ships which are capable of reliably destroying their prey.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Роли]]&lt;/div&gt;</summary>
		<author><name>92.19.138.157</name></author>
	</entry>
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