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		<id>https://starmadepedia.net/index.php?title=Old_Weapon_Systems&amp;diff=5864</id>
		<title>Old Weapon Systems</title>
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		<updated>2017-11-06T11:59:49Z</updated>

		<summary type="html">&lt;p&gt;Valck: /* Tables */ diff of blockBehaviorConfig.xml shows no change in weapons behaviour between 0.199.253 and 0.199.654; updated version info to reflect that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
Weapon Systems in StarMade are used to deal damage to entities, be they players, ships, stations or other. Successful combat depends on both correct design and utilization of weapon systems.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Each weapon system consists of a computer [[Linking|linked]]  to at least 1 module of the same type ([[Cannon Computer]] with [[Cannon Barrel]], etc.). Weapon modules in a physically-contiguous grouping are considered one group, and will output 1 projectile (unless modified otherwise). Larger groups have a directly proportionate increase in damage output and power cost per firing of the weapon. Although several groups can be linked to one computer, the total power cost is increased by 10% for every subsequent group for cannons and beams, and by 2.5% for missiles. Damage pulse has no penalty for multiple groups linked to the same computer.&lt;br /&gt;
&lt;br /&gt;
In each group, one block is defined as the &amp;quot;output&amp;quot;: the location from which projectiles are emitted. The output of a group can be changed by aiming at the desired block and pressing {{K|Activate Module}}. The text which appears while aiming at a block will read  &amp;quot;[R]: Make Output (CURRENT)&amp;quot; if that block is the current output for its group, and &amp;quot;[R]: Make Output&amp;quot; otherwise. The direction in which a weapon fires, relative to the ship it is on, depends on the orientation of the primary weapon computer. Because of this, players should be sure to place weapon computers in the default orientation unless they intend to make a weapon with non-standard characteristics (eg. vertical-launch missiles).&lt;br /&gt;
&lt;br /&gt;
===Weapon Types===&lt;br /&gt;
 &lt;br /&gt;
Each weapon has the following general behaviors when used as a primary weapon. These are largely self-explanatory.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! System !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Damage Beam Computer|Damage Beam]] || A linear beam which travels instantly, dealing damage at regular intervals over a short burst.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannon Computer|Cannon]] || Fires relatively fast projectiles with reasonable penetration. &lt;br /&gt;
|-&lt;br /&gt;
| [[Missile Computer|Missile]] || Fires relatively slow projectiles which deal damage in an area. Most upgrades provide homing capabilities of some sort.&lt;br /&gt;
|-&lt;br /&gt;
| [[Damage Pulse Computer|Damage Pulse]] || Deals damage in a relatively large sphere directly in front of the output. Low power consumption due to difficulty of use.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [[#Tables|Tables]] section for full numerical information on the attributes of each weapon system.&lt;br /&gt;
&lt;br /&gt;
===Support Tools as Weapons===&lt;br /&gt;
Although the majority of the [[Support Tool Systems]] are, indeed, for use in supportive roles, a few of them are specifically useful as offensive tools, and are therefore detailed on this page. Those support tools which have offensive applications are detailed briefly in the table below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! System !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Drain Computer|Power Drain Beam]] || A beam which drains the target's power, and transfers a percentage of the power drained to the ship firing the beam.&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Drain Computer|Shield Drain Beam]] || A beam which drains the target's shields, and transfers a percentage of the shields drained to the ship firing the beam.&lt;br /&gt;
|-&lt;br /&gt;
| [[Push Pulse Computer|Push Pulse]] || Emits a spherical pulse which pushes entities away, with a force proportional to the group's size.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [[#Tables|Tables]] section for full numerical information on the attributes of each weapon system.&lt;br /&gt;
&lt;br /&gt;
==Linked Systems==&lt;br /&gt;
The statistics of a weapon system can be modified by [[Linking|linking]] to other weapon systems or [[Effects|effects]]. Each weapon may only support 1 secondary and 1 tertiary system at a time.&lt;br /&gt;
&lt;br /&gt;
In linked weapon setups, the primary system is commonly referred to as the &amp;quot;master&amp;quot;, with secondary and tertiary systems being termed &amp;quot;slaves&amp;quot;. Only weapon systems can be used as secondary systems, not [[Support Tool Systems|support tool systems]]. Secondary systems provide the bulk of statistic alterations,  affecting at least 2 of the following values: damage, power consumption, range, projectile speed, and projectile quantity. Secondary (and tertiary) systems are a trade-off: For example, a beam system slaved to a cannon quadruples the damage of the cannon, and doubles its projectile speed, but also quadruples both reload time and power consumption.&lt;br /&gt;
&lt;br /&gt;
Slaved systems lend their block-count to the primary system for purposes of damage and power calculations (which are linearly calculated per block), but do not act independently when slaved (they do not emit projectiles, and only the primary system is added to the hotbar and fired).&lt;br /&gt;
&lt;br /&gt;
The effectiveness of secondary and tertiary systems is derived from their size proportional to the primary weapon system: if the total block count of a slaved system is equal to that of the primary system, its modifications will be applied at 100% effectiveness. If the slave's block count is only 50% of the primary, all changes applied will be 50% as strong as normal. A slaved system cannot be more than 100% effective: block-counts greater than those of the primary system are redundant.&lt;br /&gt;
&lt;br /&gt;
Weapon systems can also have [[Effects|effects]] linked to them as tertiary systems, providing further modifications to weapon stats. These usually change what the weapon does with its damage output: for example, draining enemy power or shields, in exchange for dealing less block damage.&lt;br /&gt;
&lt;br /&gt;
===Secondary Systems===&lt;br /&gt;
A secondary system is a weapon system which is slaved to another weapon system or [[Support Tool Systems|support tool system]], modifying its statistics based on the combination and the proportions thereof.&lt;br /&gt;
&lt;br /&gt;
Each weapon system has the following general effects when slaved to another weapon:&lt;br /&gt;
 &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! System !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Damage Beam Computer|Damage Beam]] || Improves range, speed and damage. Increases power consumption and reload time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannon Computer|Cannon]] || Decreases reload time and power consumption, but also damage per shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[Missile Computer|Missile]] || Increases the number of projectiles. Slightly increases damage, reload time, and power consumption.&lt;br /&gt;
|-&lt;br /&gt;
| [[Damage Pulse Computer|Damage Pulse]] || Increases damage, reload time and power consumption significantly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [[#Tables|Tables]] section for detailed numerical information on how support systems affect linked weapons.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Systems (Effects)===&lt;br /&gt;
A tertiary system is an [[:Category:Effect|effect computer]] slaved to a weapon system. For the purposes of any per-module cost or value (damage and power consumption), effect modules increase the effective module count of the primary weapon, up to the same limits applied to secondary systems (cannot exceed 100% efficiency). Effects apply all of their modifications after total block count is found (and the stats before effects are calculated), including Overdrive's damage and power consumption increases.&lt;br /&gt;
&lt;br /&gt;
Each effect system has the following general effect when slaved a weapon system:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Computer !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[EMP Effect Computer]] || Converts weapon damage to power damage, reducing the power of the entity hit.&lt;br /&gt;
|-&lt;br /&gt;
| [[Explosive Effect Computer]] || For beam and cannon, spreads damage over the area immediately around the point of impact. Increases the radius of missile and pulse.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ion Effect Computer]] || Increased damage to shields, but reduced damage to blocks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Overdrive Effect Computer]] || Increases overall weapon damage at the expense of dramatically higher energy usage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Piercing Effect Computer]] || For beams and cannons, increases block damage and reduces shield damage, as well as increasing [[Defense Systems#Armor HP|AHP]] damage. For missiles and pulses, increases blast radius.&amp;lt;br/&amp;gt;For all weapons, causes them to ignore 50% of a block's [[Defense Systems#Armor|armor]] value.&lt;br /&gt;
|-&lt;br /&gt;
| [[Punch-Through Effect Computer]] || For beams and cannons, increases block damage dealt, as well as increasing damage dealt to AHP.&amp;lt;br/&amp;gt;For missiles and pulses, increase blast radius, and increases AHP damage more significantly than it does for beams and cannons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Push Effect Computer]] || Converts damage to a pulling effect on the target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pull Effect Computer]] || Converts damage to a pulling effect on the target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Stop Effect Computer]] || Converts damage to a braking effect, reducing the target's velocity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [[#Tables|Tables]] section for detailed numerical information on how effect systems affect linked weapons.&lt;br /&gt;
&lt;br /&gt;
===Coloring===&lt;br /&gt;
The projectile or effect color of any weapon can be altered by [[linking]] the primary weapon computer to any light emitting block.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Values in this section may be subject to change. This disclaimer is here to mark which StarMade version this is in accordance with, in order to prevent misinformation.&amp;lt;br/&amp;gt;&lt;br /&gt;
This section is up to date with: [https://www.star-made.org/news/starmade-v0-199-654-exploit-fixes StarMade v0.199.654, 22nd August 2017].&amp;lt;/blockquote&amp;gt; &amp;lt;!-- When updating this section, only change this disclaimer to the version used when you are confident it is fully updated (Heillos, 9/10/2016) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Summary Table===&lt;br /&gt;
The table below offers a very brief summary of the effect which a given system will have when given a particular secondary system:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Primary&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Secondary&lt;br /&gt;
|-&lt;br /&gt;
| Cannon&lt;br /&gt;
| Missile&lt;br /&gt;
| Damage Beam&lt;br /&gt;
| Damage Pulse&lt;br /&gt;
|-&lt;br /&gt;
| '''Cannon'''&lt;br /&gt;
| -Damage, -Reload, -Power Cost &lt;br /&gt;
| +Damage, +Reload, +Power Cost, +Projectile Count&lt;br /&gt;
| +Damage, +Reload, +Range, +Projectile Speed, +Power Cost &lt;br /&gt;
| +Damage, +Reload, +Power Cost&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile'''&lt;br /&gt;
| -Damage, -Reload, -Power Cost,+Projectile Speed, -AoE&lt;br /&gt;
| -Projectile Speed, +Projectile Count, -AoE, Heat-Seeking (indiscriminate)&lt;br /&gt;
| +Damage, +Reload, +Range, +Power Cost, +Projectile Speed, Lock-On Homing&lt;br /&gt;
| +Damage, +Reload, +Power Cost, -Projectile Speed, +AoE, Lock-On Homing&lt;br /&gt;
|-&lt;br /&gt;
| '''Damage Beam'''&lt;br /&gt;
| -Damage, -Reload, -Power Cost&lt;br /&gt;
| +Projectile Count&lt;br /&gt;
| +Damage, +Reload, +Power Cost, +Range&lt;br /&gt;
| +Damage, +Reload, +Power Cost&lt;br /&gt;
|-&lt;br /&gt;
| '''Damage Pulse'''&lt;br /&gt;
| -Damage, -Reload, -Power Cost&lt;br /&gt;
| -Damage, -Reload, -Power Cost&lt;br /&gt;
| +Damage, +Reload, +Power Cost, +AoE&lt;br /&gt;
| +Damage, +Reload, +Power Cost, +AoE &lt;br /&gt;
|-&lt;br /&gt;
| '''Power Drain'''&lt;br /&gt;
| -Damage, +Hit Rate, -Reload, -Power Cost&lt;br /&gt;
| +Projectile Count&lt;br /&gt;
| +Damage, +Range, +Reload, +Power Cost&lt;br /&gt;
| +Damage, -Hit Rate, +Reload, +Power Cost, +Burst Time&lt;br /&gt;
|-&lt;br /&gt;
| '''Shield Drain'''&lt;br /&gt;
| -Damage, +Hit Rate, -Reload, -Power Cost&lt;br /&gt;
| +Projectile Count&lt;br /&gt;
| +Damage, +Range, +Reload, +Power Cost&lt;br /&gt;
| +Damage, -Hit Rate, +Reload, +Power Cost, +Burst Time&lt;br /&gt;
|-&lt;br /&gt;
| '''Push Pulse'''&lt;br /&gt;
| -Force, -Reload, -Power Cost&lt;br /&gt;
| -Force, -Reload, -Power Cost&lt;br /&gt;
| +Radius, +Power Cost&lt;br /&gt;
| +Force, +Reload, +Power Cost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Definitions===&lt;br /&gt;
Due to the large number of different values involved, information on weapon combinations is presented in relatively complex tables in the following sections. To ensure clarity, the structure of these tables, and specific meanings of the terms used, are specified herein.&lt;br /&gt;
&lt;br /&gt;
The first subsection of each table, &amp;quot;Primary Stats&amp;quot;, details the base statistics of the weapon, without any slaves. The first column states the value, and unit thereof, for each row. A breakdown of these values is below:&lt;br /&gt;
*'''Damage (per hit)''': Damage dealt per hit by this weapon. &lt;br /&gt;
**Beams deal multiple hits per activation, at the rate specified by &amp;quot;'''Hit Rate (hits per second)'''&amp;quot;. &lt;br /&gt;
**Weapons with multiple projectiles have their damage spread evenly across all projectiles.&lt;br /&gt;
**'''Drain (% of damage)''': Power and Shield Drain systems transfer a percentage of the damage they deal back to the ship operating the system.&lt;br /&gt;
**Push Pulse has its strength expressed as '''Force (unknown unit)''', as it moves entities rather than damaging them.&lt;br /&gt;
*'''Power (per activation)''': The power cost of firing a weapon. &lt;br /&gt;
**Beam power costs are expressed as &amp;quot;'''Power (energy/second)'''&amp;quot; due to their time-based activation. &lt;br /&gt;
*'''Reload (seconds)''': The time, from firing, until the weapon can fire again. Note that beam reload times also start at first firing, not at the end of their pulse (firing time overlaps reload time)&lt;br /&gt;
**'''Burst Time (seconds)''': For beams only, this value states how long a beam fires for.&lt;br /&gt;
**'''Hit Rate (hits per second)''': For beams only, this value states how many times per second a beam deals damage while firing.&lt;br /&gt;
*'''Range (sectors)''': The range, in sectors, which a given weapon can fire to. &lt;br /&gt;
**Range is expressed in sectors so that it scales with non-default configs: If one is interested in measuring this in metres, the default sector size is 2000m.&lt;br /&gt;
*'''Speed (times server max)''': The speed, in multiples of the server maximum value, which a weapon's projectile travels at. &lt;br /&gt;
**This is also expressed in multiples of maximum speed for scaling purposes. &lt;br /&gt;
**To view these speeds in m/s for the default config, multiply it by the default maximum speed of 75m/s. &lt;br /&gt;
**If playing on a non-default server (and being unaware of the config value used for maximum speed), this value can be found by viewing any weapon's stated speed in the Weapon Menu (Accessed by pressing {{K|Weapon Menu}}) and, referring to these tables, dividing the stated value by the speed multiplier of that weapon.&lt;br /&gt;
*'''Projectiles''': The number of projectiles this weapon fires. 1 is the default for non-Missile-slaved weapons. &lt;br /&gt;
**''Weapons with multiple projectiles (excluding missiles) fire in a &amp;quot;shotgun&amp;quot; pattern (non-randomized) which is unsuited for most combat, besides at very close range, or in &amp;quot;target-rich environments&amp;quot;.''&lt;br /&gt;
*'''Homing''': For missiles only, this expresses the behavior of missile projectiles, which are explained below:&lt;br /&gt;
**Dumb-fire: This missile does not home in, and will fly in a straight line like any other projectile.&lt;br /&gt;
**Heat-seeking: This missile will home in on any target, friend or foe, with targeting priority based approximately on distance. &lt;br /&gt;
***''Use with caution: these are not practical if flying with allies, as friendly fire is very likely.''&lt;br /&gt;
**Lock-on: This missile, when aimed at a target for long enough, will lock onto it. When fired, a missile which has locked on to a target will home in, attempting to hit it.&lt;br /&gt;
*'''Blast radius (metres max.)''': The maximum effect radius, in metres, of a given pulse or missile system.&lt;br /&gt;
&lt;br /&gt;
The second column states if the value is increased with each module added (linearly, therefore TotalValue = BlockCount * ValuePerModule). Secondary and tertiary systems add their module counts to the effective block count for per-module values, with one caveat: If the slaved system's block count is ''greater'' than the primary system's block count, only an amount equal to the primary system's block count is added. &lt;br /&gt;
&lt;br /&gt;
Next, the second section, &amp;quot;Secondary Stats&amp;quot;, shows the values for the given weapon, when affected by the stated secondary system (as specified by the column header) at 100% effectiveness.&lt;br /&gt;
&lt;br /&gt;
The following table details the statistics of weapon systems, as well as their statistics when modified by secondary systems. Bear in mind that the minimum block count for a weapon with 1 slave (secondary ''or'' tertiary) is 2, and is 3 blocks with 2 slaves (secondary ''and'' tertiary). See the [[Support Tool Systems]] section for descriptions of the effects on those systems.&lt;br /&gt;
&lt;br /&gt;
===Cannon Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cannon&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Primary Stats !!colspan=&amp;quot;4&amp;quot;|Secondary Stats&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200pt&amp;quot; | Name (unit) !!width=&amp;quot;90pt&amp;quot; | Per module !!width=&amp;quot;110pt&amp;quot; | Values !!width=&amp;quot;110pt&amp;quot; | Cannon !!width=&amp;quot;110pt&amp;quot; | Missile !!width=&amp;quot;110pt&amp;quot; | Damage beam !!width=&amp;quot;110pt&amp;quot; | Damage pulse&lt;br /&gt;
|-&lt;br /&gt;
| Damage (per activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 40 || style=&amp;quot;text-align:right&amp;quot; | 160&lt;br /&gt;
|-&lt;br /&gt;
| Reload (seconds)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 0.1 || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 4 || style=&amp;quot;text-align:right&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
| Range (sectors)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 3 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Speed (times server max)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 12.5 || style=&amp;quot;text-align:right&amp;quot; | 12.5 || style=&amp;quot;text-align:right&amp;quot; | 12.5 || style=&amp;quot;text-align:right&amp;quot; | 25 || style=&amp;quot;text-align:right&amp;quot; | 12.5&lt;br /&gt;
|-&lt;br /&gt;
| Power (energy/activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 200 || style=&amp;quot;text-align:right&amp;quot; | 400 || style=&amp;quot;text-align:right&amp;quot; | 1600&lt;br /&gt;
|-&lt;br /&gt;
| Projectiles&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|} &amp;lt;!--Cannon--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missile Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Missile&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Primary Stats !!colspan=&amp;quot;4&amp;quot;|Secondary Stats&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200pt&amp;quot; | Name (unit) !!width=&amp;quot;90pt&amp;quot; | Per module !!width=&amp;quot;110pt&amp;quot; | Values !!width=&amp;quot;110pt&amp;quot; | Cannon !!width=&amp;quot;110pt&amp;quot; | Missile !!width=&amp;quot;110pt&amp;quot; | Damage beam !!width=&amp;quot;110pt&amp;quot; | Damage pulse&lt;br /&gt;
|-&lt;br /&gt;
| Damage (per activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 300 || style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 300 || style=&amp;quot;text-align:right&amp;quot; | 900 || style=&amp;quot;text-align:right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Reload (seconds)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 45 || style=&amp;quot;text-align:right&amp;quot; | 90&lt;br /&gt;
|-&lt;br /&gt;
| Range (sectors)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 1.6 || style=&amp;quot;text-align:right&amp;quot; | 1.6 || style=&amp;quot;text-align:right&amp;quot; | 1.6 || style=&amp;quot;text-align:right&amp;quot; | 4.8 || style=&amp;quot;text-align:right&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Speed (times server max)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; |  2.48 || style=&amp;quot;text-align:right&amp;quot; | 7.44 || style=&amp;quot;text-align:right&amp;quot; | 1.24 || style=&amp;quot;text-align:right&amp;quot; | 4.96 || style=&amp;quot;text-align:right&amp;quot; | 0.827&lt;br /&gt;
|-&lt;br /&gt;
| Power (energy/activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; |  1500 || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 1500 || style=&amp;quot;text-align:right&amp;quot; | 4500 || style=&amp;quot;text-align:right&amp;quot; | 9000&lt;br /&gt;
|-&lt;br /&gt;
| Projectiles&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Blast Radius (metres max.)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; |  12 || style=&amp;quot;text-align:right&amp;quot; | 6 || style=&amp;quot;text-align:right&amp;quot; | 4 || style=&amp;quot;text-align:right&amp;quot; | 12 || style=&amp;quot;text-align:right&amp;quot; | 48&lt;br /&gt;
|-&lt;br /&gt;
| Homing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | Dumb-fire || style=&amp;quot;text-align:right&amp;quot; | Dumb-fire || style=&amp;quot;text-align:right&amp;quot; | Heat-seeker || style=&amp;quot;text-align:right&amp;quot; | Lock-on || style=&amp;quot;text-align:right&amp;quot; | Lock-on&lt;br /&gt;
|} &amp;lt;!--Missile--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Beam Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Damage Beam&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Primary Stats !!colspan=&amp;quot;4&amp;quot;|Secondary Stats&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200pt&amp;quot; | Name (unit) !!width=&amp;quot;90pt&amp;quot; | Per module !!width=&amp;quot;110pt&amp;quot; | Values !!width=&amp;quot;110pt&amp;quot; | Cannon !!width=&amp;quot;110pt&amp;quot; | Missile !!width=&amp;quot;110pt&amp;quot; | Damage beam !!width=&amp;quot;110pt&amp;quot; | Damage pulse &lt;br /&gt;
|-&lt;br /&gt;
| Damage (damage/hit)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 30 || style=&amp;quot;text-align:right&amp;quot; | 110&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate (hit/sec)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| Burst Time (secs/activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Reload (seconds)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
| Power (energy/second)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 1500 || style=&amp;quot;text-align:right&amp;quot; | 5500&lt;br /&gt;
|-&lt;br /&gt;
| Range (sectors)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 0.5 || style=&amp;quot;text-align:right&amp;quot; | 0.5 || style=&amp;quot;text-align:right&amp;quot; | 0.5 || style=&amp;quot;text-align:right&amp;quot; | 1.5 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Projectiles&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|} &amp;lt;!--Damage Beam--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Pulse Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Damage Pulse&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Primary Stats !!colspan=&amp;quot;4&amp;quot;|Secondary Stats&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200pt&amp;quot; | Name (unit) !!width=&amp;quot;90pt&amp;quot; | Per module !!width=&amp;quot;110pt&amp;quot; | Values !!width=&amp;quot;110pt&amp;quot; | Cannon !!width=&amp;quot;110pt&amp;quot; | Missile !!width=&amp;quot;110pt&amp;quot; | Damage beam !!width=&amp;quot;110pt&amp;quot; | Damage pulse&lt;br /&gt;
|-&lt;br /&gt;
| Damage (per activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 300 || style=&amp;quot;text-align:right&amp;quot; | 600&lt;br /&gt;
|-&lt;br /&gt;
| Reload (seconds)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 30 || style=&amp;quot;text-align:right&amp;quot; | 60&lt;br /&gt;
|-&lt;br /&gt;
| Power (energy/activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 1500 || style=&amp;quot;text-align:right&amp;quot; | 6000&lt;br /&gt;
|-&lt;br /&gt;
| Blast Radius (metres max.)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 25 || style=&amp;quot;text-align:right&amp;quot; | 40&lt;br /&gt;
|} &amp;lt;!--Damage Pulse--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Drain Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Power Drain&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Primary Stats !!colspan=&amp;quot;4&amp;quot;|Secondary Stats&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200pt&amp;quot; | Name (unit) !!width=&amp;quot;90pt&amp;quot; | Per module !!width=&amp;quot;110pt&amp;quot; | Values !!width=&amp;quot;110pt&amp;quot; | Cannon !!width=&amp;quot;110pt&amp;quot; | Missile !!width=&amp;quot;110pt&amp;quot; | Damage beam !!width=&amp;quot;110pt&amp;quot; | Damage pulse&lt;br /&gt;
|-&lt;br /&gt;
| Damage (damage/hit)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 300 || style=&amp;quot;text-align:right&amp;quot; | 600&lt;br /&gt;
|-&lt;br /&gt;
| Drain (% of damage)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 75% || style=&amp;quot;text-align:right&amp;quot; | 75% || style=&amp;quot;text-align:right&amp;quot; | 75% || style=&amp;quot;text-align:right&amp;quot; | 75% || style=&amp;quot;text-align:right&amp;quot; | 75%&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate (hit/sec)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 0.333&lt;br /&gt;
|-&lt;br /&gt;
| Burst Time (secs/activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| Reload (seconds)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| Power (energy/second)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 50 || style=&amp;quot;text-align:right&amp;quot; | 50 || style=&amp;quot;text-align:right&amp;quot; | 50 || style=&amp;quot;text-align:right&amp;quot; | 150 || style=&amp;quot;text-align:right&amp;quot; | 300&lt;br /&gt;
|-&lt;br /&gt;
| Range (sectors)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 0.24 || style=&amp;quot;text-align:right&amp;quot; | 0.24 || style=&amp;quot;text-align:right&amp;quot; | 0.24 || style=&amp;quot;text-align:right&amp;quot; | 0.72 || style=&amp;quot;text-align:right&amp;quot; | 0.24&lt;br /&gt;
|-&lt;br /&gt;
| Projectiles&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|} &amp;lt;!--Power Drain--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shield Drain Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Shield Drain&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Primary Stats !!colspan=&amp;quot;4&amp;quot;|Secondary Stats&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200pt&amp;quot; | Name (unit) !!width=&amp;quot;90pt&amp;quot; | Per module !!width=&amp;quot;110pt&amp;quot; | Values !!width=&amp;quot;110pt&amp;quot; | Cannon !!width=&amp;quot;110pt&amp;quot; | Missile !!width=&amp;quot;110pt&amp;quot; | Damage beam !!width=&amp;quot;110pt&amp;quot; | Damage pulse&lt;br /&gt;
|-&lt;br /&gt;
| Damage (damage/hit)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 0.5 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 30 || style=&amp;quot;text-align:right&amp;quot; | 60&lt;br /&gt;
|-&lt;br /&gt;
| Drain (% of damage)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 50% || style=&amp;quot;text-align:right&amp;quot; | 50% || style=&amp;quot;text-align:right&amp;quot; | 50% || style=&amp;quot;text-align:right&amp;quot; | 50% || style=&amp;quot;text-align:right&amp;quot; | 50%&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate (hit/sec)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 0.333&lt;br /&gt;
|-&lt;br /&gt;
| Burst Time (secs/activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| Reload (seconds)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 2.5 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| Power (energy/second)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 200 || style=&amp;quot;text-align:right&amp;quot; | 200 || style=&amp;quot;text-align:right&amp;quot; | 200 || style=&amp;quot;text-align:right&amp;quot; | 600 || style=&amp;quot;text-align:right&amp;quot; | 1200&lt;br /&gt;
|-&lt;br /&gt;
| Range (sectors)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 0.24 || style=&amp;quot;text-align:right&amp;quot; | 0.24 || style=&amp;quot;text-align:right&amp;quot; | 0.24 || style=&amp;quot;text-align:right&amp;quot; | 0.72 || style=&amp;quot;text-align:right&amp;quot; | 0.24&lt;br /&gt;
|-&lt;br /&gt;
| Projectiles&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|} &amp;lt;!--Shield Drain--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Push Pulse Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Push Pulse&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Primary Stats !!colspan=&amp;quot;4&amp;quot;|Secondary Stats&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200pt&amp;quot; | Name (unit) !!width=&amp;quot;90pt&amp;quot; | Per module !!width=&amp;quot;110pt&amp;quot; | Values !!width=&amp;quot;110pt&amp;quot; | Cannon !!width=&amp;quot;110pt&amp;quot; | Missile !!width=&amp;quot;110pt&amp;quot; | Damage beam !!width=&amp;quot;110pt&amp;quot; | Damage pulse&lt;br /&gt;
|-&lt;br /&gt;
| Force (unknown unit)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 25 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 25 || style=&amp;quot;text-align:right&amp;quot; | 150&lt;br /&gt;
|-&lt;br /&gt;
| Reload (seconds)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| Power (energy/activation)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes || style=&amp;quot;text-align:right&amp;quot; | 250 || style=&amp;quot;text-align:right&amp;quot; | 50 || style=&amp;quot;text-align:right&amp;quot; | 50 || style=&amp;quot;text-align:right&amp;quot; | 750 || style=&amp;quot;text-align:right&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
| Blast Radius (metres)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 250 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|} &amp;lt;!--Push Pulse--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:Old_Weapon_Combos.png|thumb|right|An old chart displaying planned weapon combinations for StarMade v0.15; note the mention of Mine Layers.]]&lt;br /&gt;
&lt;br /&gt;
*A 5th weapon system, called the &amp;quot;Mine Layer&amp;quot;, was originally planned&amp;lt;ref&amp;gt;https://twitter.com/star_made/status/431591890811506688&amp;lt;/ref&amp;gt; as part of the Weapon System update of StarMade v0.15&amp;lt;ref&amp;gt;https://www.star-made.org/news/patch-day-starmade-0-15&amp;lt;/ref&amp;gt; but was put on hold before the launch of that update&amp;lt;ref&amp;gt;https://starmadedock.net/threads/weapons-demonstration-news-and-discussion.971/#post-12628&amp;lt;/ref&amp;gt;. It remains non-existent to this day, and should be considered indefinitely delayed, if not cancelled altogether.&lt;br /&gt;
**It was to lay free-floating mines that would explode upon contact with an entity, or after a certain amount of time had passed.&lt;br /&gt;
** Its property when used as a secondary system was to be &amp;quot;Delayed Action&amp;quot;, giving the primary system time-based charging or delay functions. For example, the Damage Beam + Mine Layer combination was to allow the player to hold {{K|Attack}} to charge a more powerful shot. &lt;br /&gt;
*Push Pulse, when first introduced, applied an &amp;quot;EMP&amp;quot; effect (no relation to the currently-existing effect system) which caused ships to temporarily lose control of thrust and rotation, as well as pushing them. &lt;br /&gt;
**This effect was later removed after the development of small drones which used rapid-fire Push Pulse to permanently disable ships of any size. The majority of these drones were referred to as &amp;quot;skoomdrones&amp;quot;&amp;lt;ref&amp;gt;https://starmadedock.net/threads/the-ultimate-drone-r-d-thread.3246/page-16#post-57364&amp;lt;/ref&amp;gt; or, in their prototypical phase, &amp;quot;skoomseekers&amp;quot;&amp;lt;ref&amp;gt;https://starmadedock.net/threads/the-ultimate-drone-r-d-thread.3246/page-10#post-54310&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Valck</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Scanner_Computer&amp;diff=5817</id>
		<title>Scanner Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Scanner_Computer&amp;diff=5817"/>
		<updated>2017-10-01T15:42:01Z</updated>

		<summary type="html">&lt;p&gt;Valck: /* Usage */ link to Galaxy Map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{infobox block/Scanner_Computer}}&lt;br /&gt;
The Scanner system provides a variety of exploratory functions, such as tracking players, detecting stealth vessels (at short range only), and exploring unexplored systems.&lt;br /&gt;
&lt;br /&gt;
==Item Description==&lt;br /&gt;
Antennas reduce the time needed to scan. The value is determined by the longest touching group dimension (either X, Y, or Z) versus the longest dimension of the structure it is placed on.  &lt;br /&gt;
&lt;br /&gt;
{{production/Scanner_Computer}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Scanner Antenna]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Scanner Antenna.png|link=Scanner Antenna| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}}/{{K|Break block}}&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| height=&amp;quot;60px&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Initiate Scan &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Once fully charged)&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
Scanners, as with many systems, consist of a computer [[Linking|linked]] to one or more modules. in this case, the modules in question are [[Scanner Antenna]]s. Unlike most other systems, a ship may have only one Scanner Computer on it.&lt;br /&gt;
&lt;br /&gt;
A scanner, when not fully charged, will charge automatically at a constant rate per second (this does not require player input). When charged, it is activated by pressing {{K|Break block}}. After activation, there will be a brief delay before it begins recharging once again.&lt;br /&gt;
&lt;br /&gt;
The time which it takes a scanner to recharge is dependent on a couple of factors: the number of Scanner Modules linked to the Scanner Computer, and the total number of blocks in the entity which the scanner is on. Scanners do not have any grouping bonus; physically separate blocks cause the same decrease in charge time as those placed adjacent to each other. ''Note that the item's description is outdated, and the dimension-based bonuses it claims no longer exist''. The precise formulas affecting charge time and power consumption for a given Scanner are listed in the [[#Scanner Rules|Scanner Rules]] section below.&lt;br /&gt;
&lt;br /&gt;
Scanning an unexplored system (displayed as &amp;quot;'''UNEXPLORED (scan or visit x/15 sectors)'''&amp;quot; when selected in the [[Map|Galaxy Map]], accessed by pressing {{K|Map}} ) will reveal the location of everything within that system, such as stations, asteroid belts, and shops (these locations being previously hidden on the map, due to the [[Fog of War]]). &lt;br /&gt;
&lt;br /&gt;
Player locations (and brief details of the entity they are in, should they be in one) are displayed in the Scan History list. This list is accessed by pressing {{K|Navigation menu}}, and clicking &amp;quot;Scan History&amp;quot;; the bottom-right button in the cluster of 6 which is situated at the top of the Navigation Menu, under the heading &amp;quot;Navigation Options&amp;quot;. This list displays information about the current system, and will list any players or player-controlled entities under the &amp;quot;Scanned Activity&amp;quot; field of a Scan History entry. Scan History is persistent, in that relaunching StarMade or logging out and back into a server does not clear it; the latest entries are listed at the top of the list.&lt;br /&gt;
&lt;br /&gt;
The final function achieved by Scanners is the revealing of ships which are either [[Cloaker|cloaking]] or [[RadarJammer|jamming]]. This will only occur if the stealth ship in question is in the same [[Sector]] as the ship which is scanning; otherwise, only the stealh ship's location will be revealed, and the scanning vessel must jump there and scan again in order to reveal the ship.&lt;br /&gt;
&lt;br /&gt;
==Scanner Rules==&lt;br /&gt;
As well as the formulas governing power consumption, power required, and overall charge time (as derived from these two factors), scanners also have some simple rules governing the radius in which they scan for players (this does not change the effectiveness of scanning a system to explore it and clear the Fog of War).&lt;br /&gt;
===Radius===&lt;br /&gt;
Scan radius varies based on the ownership of the system which the scanning ship is in. The table below lists the different values for scan radius, with the conditions for each radius being clarified below:&lt;br /&gt;
&lt;br /&gt;
*'''Own Faction''': The scan radius when in a system claimed by the faction which you are a member of.&lt;br /&gt;
*'''Allied''': Scan radius in a system claimed by a faction which yours is allied to.&lt;br /&gt;
*'''Neutral''': Scan radius in a system claimed by a faction which yours is neutral to, ''or'' in a system which has not been claimed by any faction.&lt;br /&gt;
*'''Enemy''': Scan radius in a system claimed by a faction which yours is at war with.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Scan Radius&lt;br /&gt;
! Territory&amp;lt;br/&amp;gt;Ownership !! Scan Radius&amp;lt;br/&amp;gt;(sectors)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Own Faction&amp;lt;/span&amp;gt;|| Whole system&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue&amp;quot;&amp;gt;Allied&amp;lt;/span&amp;gt; || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|Neutral || style=&amp;quot;text-align:right&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Enemy&amp;lt;/span&amp;gt; || style=&amp;quot;text-align:right&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
===Formulas===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;Charge Speed&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Optimal Charge &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(equal mass:module ratio)&amp;lt;/small&amp;gt;&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; style=&amp;quot;text-align:right;&amp;quot;| Apx. 20 sec&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;Energy Consumption&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Base Consumption&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; style=&amp;quot;text-align:right;&amp;quot;|5,025 e/s&lt;br /&gt;
|-&lt;br /&gt;
!Per Additional Module&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;| +25 e/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Element]]&lt;/div&gt;</summary>
		<author><name>Valck</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Jump_Drive_Computer&amp;diff=5815</id>
		<title>Jump Drive Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Jump_Drive_Computer&amp;diff=5815"/>
		<updated>2017-09-30T10:32:51Z</updated>

		<summary type="html">&lt;p&gt;Valck: distance is in sectors, not systems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Jump_Drive_Computer}}&lt;br /&gt;
'''Jump Drives''' are the ship borne variants of [[Warp Gate]]s. Installing them on a ship will allow you to traverse up to 8 sectors at once. &lt;br /&gt;
&lt;br /&gt;
==Item Description==&lt;br /&gt;
&amp;quot;Jump Drives are the portable version of structures that enable players to warp. You can put them on a ship, charge them up, and instantly travel up to 8 sectors. The destination to jump can be influenced in two ways. Either you jump in the direction you were looking at when engaging the jump drive, or you can use a more precise method. Entering a waypoint in the navigation panel will enable you to jump towards it no matter in which direction you look. It even puts you directly at your waypoint sector if it is fewer than 8 sectors away. Jump Drives can be placed like any other weapon or effect. They will appear in the weapon panel to put in the hotbar for use. Keep in mind that there is a sweet spot for jump Drive modules. You can build them as small as you want, but they will take much longer to charge the up. Placing more blocks than the sweet spot will make charging even faster, if you want a specialized jump ship. But keep the escalating power costs in mind. To charge, you have to hold the left mouse button like shooting a weapon. After it is charged, you can press right click to jump. The mechanic to actively have to charge up the Jump Drive is in place to make it more dangerous to use in battle. The drive has a small 10 second cooldown after jumps. But be warned, changing the blocks on a jump drive will reset the charge immediately. The charge will also be reset if hit, so make sure you are safe before starting to charge up (you can still of course do it while flying).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{production/Jump_Drive_Computer}}&lt;br /&gt;
== Usage ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2 width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 style=&amp;quot;text-align:center;&amp;quot;| [[Jump Drive Module]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:center;&amp;quot;|[[File:Jump Drive Module.png|link=Jump Drive Module| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;130px&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}}&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; !!width=&amp;quot;130px&amp;quot;| &amp;lt;big&amp;gt;Secondary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt; &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|break block}}&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| height=&amp;quot;60px&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Charge Drive &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Hold)&amp;lt;/small&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| Activate Jump &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Once fully charged)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Jump drives are placed like any other weapon or effect. They appear in the weapon panel to put in the hotbar for use. The Jump Drive Computer works in conjunction with [[Jump Drive Module]]s. To charge, hold the left mouse button like shooting a weapon. After it is charged, press right click to jump. The mechanic to actively have to charge up the Jump Drive is in place to make it more dangerous to use in battle. The drive has a 10 second cool-down after jumps. Moving the Jump Drive Computer resets the charge immediately. The charge will also be reset if hit, so make sure you are safe before starting to charge up (you can still of course do it while flying).&lt;br /&gt;
&lt;br /&gt;
Jump destination can be set in two ways:&lt;br /&gt;
* Either you jump in the direction you were looking at when engaging the jump drive, or&lt;br /&gt;
* You can enter a waypoint in the navigation panel. It will make you jump towards it, no matter in which direction you look. It even puts you directly at your waypoint sector if it is fewer than 8 sectors away.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]] [[Category:Element]]&lt;br /&gt;
&lt;br /&gt;
Formulas&lt;br /&gt;
&lt;br /&gt;
As well as the tools above, the formulas themselves are listed below, should players wish to calculate something with these. Players should take care that the value R has been correctly calculated, as this could otherwise lead to the use of the wrong formula for E.&lt;br /&gt;
&lt;br /&gt;
LEGEND&lt;br /&gt;
R	Required number of Jump Drive Modules for an 'ideal' J:M ratio&lt;br /&gt;
&lt;br /&gt;
EG	Total power required when J&amp;gt;R&lt;br /&gt;
&lt;br /&gt;
EE	Total power required when J=R&lt;br /&gt;
&lt;br /&gt;
EL	Total power required when J&amp;lt;R&lt;br /&gt;
&lt;br /&gt;
J	Number of Jump Drive Modules&lt;br /&gt;
&lt;br /&gt;
M	Total mass of ship (including docked entities)&lt;br /&gt;
&lt;br /&gt;
P	Power usage per second&lt;br /&gt;
&lt;br /&gt;
T	Charge time (seconds)&lt;br /&gt;
&lt;br /&gt;
A	Arbitrary value used in calculating EL&lt;br /&gt;
&lt;br /&gt;
NOTE: There are 3 separate formulas for calculating E, the total power which must be put into a jump drive system to fully charge it. Which formula should be used is determined by the relationship between R and J.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R = M * 0.5 (Round up to the nearest whole number)&lt;br /&gt;
&lt;br /&gt;
If J&amp;gt;R, the formula below will give EG.&lt;br /&gt;
&lt;br /&gt;
EG = 230000 + 1200 * R + (J - R)&lt;br /&gt;
&lt;br /&gt;
If J=R, the formula for EE is&lt;br /&gt;
&lt;br /&gt;
EE = 230000 + 1200 * R&lt;br /&gt;
&lt;br /&gt;
If J&amp;lt;R, the following formula is used to find EL. The value A is an arbitrary value which is found by A = 50 - 100 * (J / M)&lt;br /&gt;
&lt;br /&gt;
EL = (-0.24 * M) * A2 + 4600 * A + (230000 + 1200 * R)&lt;br /&gt;
&lt;br /&gt;
The power usage per second (while charging) of a given Jump Drive system can be calculated by the formula below. Note that the value given by this formula is correct, whereas the &amp;quot;Power Usage for charge (/sec)&amp;quot; value displayed in the weapons menu interface of a Jump Drive Computer is, in fact, incorrect. This formula calculates that value first, and then corrects it by dividing it by J.&lt;br /&gt;
&lt;br /&gt;
P = 10000 + 50J&lt;br /&gt;
&lt;br /&gt;
Finally, the charge time of a given Jump Drive system is given by this formula. It should be ensured that the value E was calculated using the appropriate formula.&lt;br /&gt;
&lt;br /&gt;
T = E / P&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
A ship can be equipped with multiple Jump Drive systems, each of which can hold charge at the same time as the others. This enables one Jump Drive system to be activated immediately after another finishes its jump. This could allow a ship to rapidly travel great distances when needed, for example, to escape danger, or rapidly arrive at a far-off fight to surprise the enemy.&lt;br /&gt;
A Jump Drive system can be charged and activated without causing a ship's Cloaker or RadarJammer modules to deactivate.&lt;/div&gt;</summary>
		<author><name>Valck</name></author>
		
	</entry>
</feed>