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Weapons

A def's guns: how their damage meets each armour class, and a look of their own: rounds, flashes, bursts and beams.

A def fights with its weapons, each one a gun of its own class, damage, range and rate of fire. With extends, leave weapons out to keep the base's guns, or write your own list to replace them.

Damage

Damage is dmg × the armour matrix cell for the weapon's class against the target's armour, with mult overriding single cells. The counter web explains the classes; the matrix:

WeaponLightMediumHeavyStructureShipSubmarineAircraft
Recon Buggy
×1.50×0.80×0.40×0.35———
Wolf Light Tank
×1.50×1×0.50×0.50×0.70——
Bison Battle Tank
×0.60×1.30×1×0.80×0.90—×0.70
Mammoth Heavy Tank
×0.60×1.30×1.10×1×0.90—×0.70
Viper Tank Destroyer
×0.40×1.10×1.80×0.70×0.75——
Flak Track
×0.90×0.60×0.25×0.30×0.40—×1
Hawk SAM Launcher
——————×1
Thunder Howitzer
×1.20×1×0.75×1.60×1——
Tempest MLRS
×1.20×1×0.75×1.60×1——
Salamander Thermobaric Mortar
×1.20×1×0.60×1.60×1——
Drake Flame Tank
×1.50×1.10×0.45×1.30×0.50——
Gator Amphibious Combat Vehicle
×1.50×1×0.50×0.50×0.70——
Hornet Suicide Drone
×0.40×1.10×1.80×0.70×0.75——
Scorpion Ballistic Missile Launcher
×1.20×1×0.75×1.60×1——
Gunboat
×1.50×1×0.50×0.50×0.80—×0.25
Missile Boat
————×1.60——
Aegis Frigate
×1×1×0.75×0.75×1×1.90×1
Orca Destroyer
×1×1.10×0.80×0.80×1×1.90×0.60
Barracuda Submarine
————×1.30×1.20—
Sovereign Battleship
×1.20×1×1×1.60×1.20—×1
Aircraft Carrier
×1×1×0.75×0.75×1—×1
Kraken Cruise-Missile Submarine
×1.20×1×0.75×1.60———
Falcon Fighter
——————×1
Cobra Attack Helicopter
×0.60×1.10×1.80×0.80×0.75——
Thunderbolt Strike Jet
×1.40×1.40×0.90×0.70×0.90——
Albatross Naval Striker
————×1.70——
Vulture Bomber
×1.20×1.20×1×1.60×1.10——
Spectre Gunship
×1.20×1.20×0.80×0.80×0.70——
Wraith Stealth Bomber
×1×0.90×0.60×1.60×1——
Cormorant ASW Helicopter
————×0.90×1.80—
Headquarters
×1.50×0.90×0.50×0.30×0.70—×0.80
Headquarters Lv.2
×1.50×0.90×0.50×0.30×0.70—×0.80
MG Turret
×1.50×0.80×0.40×0.30×0.60—×0.70
Gatling Turret
×1.50×0.90×0.50×0.30×0.70—×0.80
Cannon Turret
×0.60×1.30×1.10×0.60×1——
Bastion Cannon
×0.60×1.30×1.20×0.60×1.10——
AA Turret
——————×1
SAM Site
——————×1
Land Mine
×1.20×1×0.25×0.10———
Water Mine
————×1×1—

A look of its own

A weapon may look like its own thing with a look: its own round (a prj.<name> sheet), flash and burst (fx.<name> sheets), or a beam — a laser or a Tesla bolt drawn from the muzzle to the target, which strikes at once.

A weapon whose sound names one of the mod's recordings fires with it; one without uses the game's sound for its class. A gun that turns on a building, or several guns on one hull, are drawn as turrets.

Reference

A weapon (defs[].weapons[])

fieldtyperequireddefaultmeaning
extensions{ capability: configuration }Optional engine weapon configuration (format 3)
idstringw1, w2…a name for the weapon
clsmg | autocannon | cannon | at | he | rocket | navgun | ashm | torpedo | aayeswhat it was built to kill; picks its row of the armour matrix
dmgnumber 0–100000yesdamage per hit
reloadnumber 0.05–600yesseconds between shots or bursts
rangenumber 0.5–64yestiles
minRangenumber 0–64tiles it cannot fire inside
projectilebullet | shell | missile | rocket | bomb | torpedo | flak | flameby classthe round drawn
speednumber 1–5000by projectileround speed, world px/s
targets(ground | ship | sub | air)[]by classwhat it may fire at: ground, ship, sub, air
mult{ armour: number }overrides of the class row, by armour class
splashnumber 0–500blast radius, world px
burstinteger 1–32shots per burst
burstDelaynumber 0–5seconds between the shots of a burst
ammointeger 1–9999rounds carried, a burst one: dry, a unit goes home for more on its own (an airbase for an aircraft, a naval yard for a hull, a war factory for the rest) and a building refills where it stands; absent never runs dry
vsWarheadnumber 0–101against a warhead in flight, this share of what it does to an aircraft
homingbooleanthe round tracks its target
interceptablebooleanpoint defence may shoot it down
arcbooleana ballistic arc (artillery)
turretbooleantrue when the def has a turretSpritefired from the rotating part
recoilnumber 0–10cosmetic barrel recoil stroke, art px; requires barrel regions on the turret art, changes no weapon statistic
verticalbooleanlaunched straight up out of the hull, like a submarine's missile tubes: it fires at any bearing and the hull never turns for it; `muzzleOffset` then runs along the keel to the tubes
muzzleOffsetnumber 0–200pivot to muzzle, world px; a unit's art is drawn 1.5625×, so measure on the sheet and multiply
boresinteger 1–81barrels, fired one after another
boreSpacingnumber 0–60gap between adjacent barrels, world px
muzzlePointsstringexplicit muzzle positions, fired in list order: 1–8 `{ forward, lateral }` points in world px from the firing pivot (forward along the bore, lateral to its right; either may be negative); replaces `muzzleOffset`, `bores` and `boreSpacing`
spreadnumber 0–200inaccuracy at full range, world px
friendlyFirebooleanthe blast hurts your own side too
fannumber 0–1.5a `flame` jet: the half-angle it is sprayed across, radians
burnnumber 0–1000a `flame` jet: damage a second the fire it leaves does, to both sides
burnLifenumber 0–120a `flame` jet: seconds that fire keeps burning
soundstringby classthe firing sound: mg, autocannon, cannon, missile, flak, arty, rocket, torpedo, bomb, flame, or the key of one of this mod's `sounds`
looklookhow it looks, in place of its class: its own round, flash, burst where it lands, or a beam (see Weapon looks)

A weapon's look (weapons[].look)

fieldtyperequireddefaultmeaning
spritestringthe round: one of this mod's `prj.<name>` sheets — its frames play as it flies, or, baked `rotated`, it is turned to its heading
scalenumber 0.1–81the round and its flash drawn at this multiple
beam{ color, width, style, life }the round is light: `{ color, width, style, life }` — a line from the muzzle to where it strikes, `laser` straight or `lightning` jagged, held `life` seconds; it strikes at once
muzzlestringthe class's flashthe muzzle flash: one of this mod's `fx.<name>` sheets, or `none`
impactstringthe class's burstthe burst where it lands: an `fx.<name>` sheet of this mod, one of fx.expl.s, fx.expl.m, fx.expl.l, fx.spark, fx.flak, fx.smoke, fx.splash, fx.splash.l, fx.muzzle, fx.repair, fx.emp, fx.nuke, or `none`
impactScalenumber 0.1–81the burst drawn at this multiple
impactLifenumber 0.05–50.5seconds the burst plays over
trailsmoke | nonesmokea rocket's or a missile's smoke trail, or none

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