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The following information has not been confirmed by Volition
and is therefore not canon for the FreeSpace universe.


Maul tech model.png
The SCWS-2 Maul

Blue Planet Tech Room Description

SCWS-2 Maul. A Shekar-Johnson Weapons product, second component of the Vulcan/Maul suite. The Maul is a heavy plasma weapon with a low cyclic rate of fire and good performance against both armor and shields. Lacks the advanced fire control system used on the Prometheus and Rapier weapon systems, but compensates with higher base damage than even the Prometheus due to excellent excitation and packaging systems. Considerable utility against bombers and targets that demand snap deflection shots for effective engagement. Targets within 150m take additional damage due to plasma cavitation effects around the muzzle. Demand for the Maul has increased as the war has proceeded, due to a spreading perception that the Vulcan is not performing to standards outside of the bomb intercept role.


Statistics (Weapon)

Range 700 m
Rate of Fire 2.86 shots per second
Velocity 800 ms-1
Base Damage 15
Armor Damage 1.2x 18
Shield Damage 1.0x 15
Subsystem Damage 0.3x 4.5

Statistics (Cavitator)

Range 700 m
Rate of Fire 2.86 shots per second
Velocity 800 ms-1
Base Damage 30
Armor Damage 1.2x 36
Shield Damage 1.0x 30
Subsystem Damage 0.3x 9


Veteran Comments

Read the Veteran Comments policy before editing this section.

This is the weapon to use at the beginning of War in Heaven. It doesn't fire as fast as the Vulcan, but does a lot more damage, and if you can line up your shots, will kill things much faster. Good as an all-round weapon.

It's very similar to the Prometheus S it has the same Rate of Fire and the same base DPS. It does have some differences: an unnoticeable increase in armor damage, an even less noticeable cut to subsystem damage. More significant changes include a 250 meter reduced range, and 50 m/s faster projectile speed, and most of all an increase in weapon power efficiency. It's significantly faster for taking out fighters than the Vulcan.

Deals decent damage at mid-range compared to your alternatives in act 1. If you get caught up in a dogfight with bomber escorts don't forget to fry any bomber that happens to fly in front of you, even if that's not your target. The bonus damage within 150m paired with some Hellfires will completely incinerate anything lighter than an Ursa.