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Weapons in Dual Universe[]

Weapons can be placed on any player Dynamic, Static or Space Construct. The use of weapons are limited to non Safe Zone areas, weapons will not fire within safe zones. As all static cores are currently deployed in safe zones, weapons on static cores are for aesthetics purposes and will not function. There are various types, sizes and tiers of weapons each having its own damage, rate of fire and reload times. See the Weapon Attribute Table to compare weapons.

Weapon Types[]

There are five weapon types; Railguns, Cannons, Lasers, Missiles and Stasis. In general Railguns are long range weapons, Lasers mid to long but general all-round damage type, Cannons are short range high damage, missiles are rapid fire short to mid range and stasis weapons reduce targeted ships speed by 50% for 5 seconds.

Weapon Ammunition[]

Each type of weapon takes a relevant type, size and tier of ammunition. See the Ammunition Attributes page for a comparison of each type

Weapon Systems[]

To fire weapons requires a Gunner Module that is the same size as the core that you are attaching it to, a Dynamic Core S will require a Gunner Module S. The weapon will also need an Ammo Container with enough capacity to store the ammunition. The Gunner Module will also need a radar to locate and lock onto a target. All weapons-fire is currently in space so a Space Radar will need to be linked to the gunner module. The size of ammo container and radar has no dependency on seat or weapon size. There are additional limitations on the capacity of the gunner module to attach weapons and radars that can be increased with skills. Gunner module limitations also mean that you can only attach weapons of the same size or lower onto the same gunner module and relative core size. The result is a Dynamic Core S will require weapon size S or smaller.

There is no Gunner Module XS, XS weapons connect to cockpits or hoverseat controllers. XS weapons will not connect to command seats.

A typical weapon system will look similar to the below:

WeaponSystem

The number of hardpoints available with maximum skills per seat per weapon type is detailed below.

Weapon Maximum
Railgun 3
Laser 5
Missile 4
Cannon 6
Stasis

The two skills to train to maximise capacity are the various weapon Capacity Handling and the Seat Capacity handling skills.

The use of the weapons can be found in the section on Combat

Character Weapons[]

Although there are plans for character weapons for AvA combat there is currently no details on the roadmap.

References[]

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