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Plasma Accelerator: Difference between revisions

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=== Modifications ===
=== Modifications ===
The following modifications can be applied to this module:
The following modifications can be applied to this module:
* [[Efficient Plasma Accelerator|Efficient]]
* [[Efficient Weapon|Efficient]]
* [[Focused Plasma Accelerator|Focused]]
* [[Focused Weapon|Focused]]
* [[Lightweight Plasma Accelerator|Lightweight]]
* [[Lightweight Weapon|Lightweight]]
* [[Long Range Plasma Accelerator|Long range]]
* [[Long Range Weapon|Long range]]
* [[Overcharged Plasma Accelerator|Overcharged]]
* [[Overcharged Weapon|Overcharged]]
* [[Rapid Fire Plasma Accelerator|Rapid fire]]
* [[Rapid Fire Weapon|Rapid fire]]
* [[Short Range Plasma Accelerator|Short range]]
* [[Short Range Weapon|Short range]]
* [[Sturdy Plasma Accelerator|Sturdy]]
* [[Sturdy Weapon|Sturdy]]


=== Possible Experimental Effects ===
=== Possible Experimental Effects ===
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* [[Dispersal Field]]
* [[Dispersal Field]]
* [[Phasing Sequence]]
* [[Phasing Sequence]]
* [[Plasma Slug]]
* [[Target Lock Buster]]
* [[Target Lock Buster]]
* [[Thermal Conduit]]
* [[Thermal Conduit]]
* [[Plasma Slug]]


== Gallery ==
== Gallery ==

Revision as of 10:27, 12 August 2017

File:Plasmaaccelerator.png
Class 4 Plasma Accelerator

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Plasma Accelerators are mounted on one of your ship's hardpoints and need assigning to a fire group before they can be used. They are very large and powerful weapons. After firing, they take a few seconds to recharge. Unlike its cannon counterpart the plasma accelerator is always fixed and doesn't have a gimballed variant.

Military battleships, cruisers and also space stations are often equipped with this weapon. They're also fitted to large trading ships and passenger liners operating in the more dangerous regions of space.

Even a Small Plasma Accelerator will destroy a well armed hundred tonne ship with a single shot. The large version has been known to be used as a planetary assault weapon, destroying selected areas of cities from orbit. This has a devastating effect on the local population, because the terrifying noise of the beam cutting through the atmosphere can be heard for hundreds of kilometers, and will deafen anyone unprotected in the vicinity.

Munitions

Spent ammunition must be replenished once used. Any station that is equipped with a "Re-arm" service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services. Ammunition costs 200 CR per unit.

Engineers

This weapon can be modified by Engineers to enhance it's abilities.

Modifications

The following modifications can be applied to this module:

Possible Experimental Effects

Modifying this module can sometimes result in any one of the following special effects also being applied:

Specifications

Class Rating Mass
(T)
Integrity Power
Draw
Weapon
Mode
Damage
Type
Damage Armour
Pen
ROF DPS Thermal
Load
Ammo
Clip Size
Ammo
Maximum
Value
(CR)
2 C 4.00 A 1.430 Fixed Absolute damage 7 A 0.3 /s 4 6 5 100 834,200
3 B 8.00 A 1.970 Fixed Absolute damage 78 MJ A 0.3 /s 4 8 5 100 3,051,200
4 A 16.00 A 2.630 Fixed Absolute damage 120 MJ A 0.3 /s 5 10 5 100 13,793,600
  • Damage, DPS, and Thermal Load are all based upon the in-game display which is basically an "out of 10" scale thus the values for these sections should be assumed as approximations.

Notes

  • The Plasma Accelerator fires a ball of plasma every 3 or 4 seconds, and is only good for direct fire.
  • 3 shots will take out a Type-9 shield and another 3 shots for the hull. Damage per shot is upwards of 35% to 14% depending how it hits.
  • Main problem is overheating after just 3 or 4 shots, best used with a few projectile weapons as if you use lasers the ship heats up too fast and then you can't fire the Plasma Accelerators.
  • Hard to hit very maneuverable ships; especially smaller ones.

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