Warhammer
The following information has not been confirmed by Volition and is therefore not canon for the FreeSpace universe. |
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Contents
Description
The GES-23 Warhammer |
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War in Heaven Tech Room Description
Recognizing that the GTVA fighter corps had been drilled intensively in bomb-intercept missions, the UEF Navy commissioned the Oxys-Ultor GES-23 Warhammer Swarm Torpedo. Unlike traditional anti-capital ship bombs and torpedoes, the Warhammer employs a special delivery rack capable of firing these guided torpedoes in swarms of four. To protect pilots from the explosive blast of four to eight torpedoes, the torpedoes are equipped with sensors which activate the warheads only when they are within 250 meters of target. Warhammers are limited in their yield, but they are excellent tactical weapons, routinely deployed to saturate enemy point defenses. They are as much a distraction as an attack. Sanctus cruisers mount Warhammers on their ventral and dorsal torpedo stations in their wartime configuration
Performance
Warhammer
Range | 2500 m | |
Reload time | 10 s | |
Velocity | 100 ms-1 | |
Base Damage | 500 | |
Armor Damage | Full | 500 |
Shield Damage | Low | 100 |
Subsystem Damage | Average | 250 |
Shockwave Radius | 50 / 100 m | |
Type: | Aspect Seeking | |
View Cone: | 360 | |
Minimum Lock Time: | 4 | |
Turn Rate (360 degrees): | .8 |
- Weapon fires in swarms of 4
Warhammer#Sanctus
Range | 4800 m | |
Reload time | 30 s | |
Velocity | 100 ms-1 | |
Base Damage | 200 | |
Armor Damage | Full | 200 |
Shield Damage | Low | 20 |
Subsystem Damage | Average | 100 |
Shockwave Radius | 50 / 100 m | |
Type: | Aspect Seeking | |
View Cone: | 360 | |
Minimum Lock Time: | 4 | |
Turn Rate (360 degrees): | .8 |
Notes
- Weapon is capable of easily damaging large vessels (Huge)
- Weapon cannot be mounted on small ships (Big Ship)
- Weapon projectile generates particles (Particle Spew)
- Weapon can be shot down (Bomb)
- Weapon fires on the designated rate of fire on all difficulty levels and all AI levels (Same Turret Cooldown)
- Weapon alternates firing points (Cycle)
- Weapon must be locked onto the target in order to be fired (No Dumbfire)